They Devour

By Andy Castillo Jr
Celestial Skunkworks
1e/2e/OSRIC
Levels 5-8

An ancient evil and its zombie horde attacks the city of Genepa. Hundreds fall and the survivors retreat behind her walls. In their distress, the city council summon the heroes and charges them with a desperate mission to recover the Book of The Unholy. With it, the Temple of Azrael hopes to learn how to disperse the undead which are acting with unusual cohesiveness and cunning. The party must locate the fabled Temple of Corruption and bring the book back to Genepa before the city gates fail and the zombie horde forces its way in. You must hurry! Time is short.

This 106 page adventure fucking suks.

This has been working well. I get to get to longer adventures, and the longer time helps with my inability to focus for long periods of time, taking advantage of the periods of lucidity I have. The longer adventures have more interesting things to talk about and I go in to some detail. Or, they did. And when I encountered the title page I instead just took a bunch of Oxy. Let’s GOOOOO!!!!!!

[Bryce here – It’s the next day. It looks like I thought it would be a great ide to do a review that contained only screenshots with captions featuring WAP lyrics. Go figure. Let’s see if i can decipher what I meant.]

I said CERTIFIED FREAK!

[BL – I think it’s obvious, from the above screencap, what I thought the issue was … and what it portended. Occasionally an adventure pops up in which the publisher has some house style guide that they are following that has an extensive use of colour. The intent, we can assume, is to help the DM locate information. The actual effect though is to produce something VERY busy. That business distracts the eyes though and makes it cognitively difficult to figure out what is going on. There just appears to be a radical disconnect here in including the color coding and the actual impact of a table of contents. I mean, that’s he purpose, right? To show you the organization of the text? That’s what there is a chapter heading, indents, bullets, titles and page numbers? Even more than that, it’s clear that “Random encounters” is listed first in each section right after the map. So … then why color code them? “Because that’s what my style guide says!” An overly rigid style guide, or, perhaps, an over attention to following the style guide, can be as bad as no organization at all. ENDOFLINE]

[BL – Hey, I’m returning to this section from deeper in to the review. Take a close look at that table of contents. I don’t mean that’s there’s something hidden there or a mistake, but look at each chapter and the various sections. Now, take an extra moment to look at the last chapter, 7, Temple of Corruption.] Ok, that other section of my review will make more sense now. ENDOFLINE]

Seven days a week!

[BL – Again, it seems clear to me that that I’m trying to make a point about the cognitive burden of deciphering the text of a product. We see a few more issues here. The most obvious, I think, other than the overall effect, is the impact of the background image. yeah, the pages have a background watermark type on them. And that gets in the way of the text. We can also see how the color of that watermark, a kind of … beige? Light gold? Mixes in with the text box color that has been selected, a kind of beige. I’m guessing that watermark came in at the last second and now we all get to live with it. We also see the impact of too much formatting. The reverse text, white in a black box for section headings, is odious to readability/scalability, having exactly the opposite of its intended effect. And there’s too much bolding, again making everything just run together. Not much in the way of line breaks, which along with the color issues gives us that steller Wall of Text effect that we all know and love so much.

I might also add that neither of these pages bodes well for the content to come. I get a lot of feedback on how ‘Bryce doesnt care about anything other than usability/scanability!’, mostly, I think, from my refusal to suck off Night Wolf Inn. Like all good memes, this does have some truth in it. If you’ve written a mediocre adventure then it better be easy for me to use. A GREAT adventure, though, doesn’t need to be perfect. We’re looking at some sliding scale of how much utility there is, how good the onctent is, and so on, vs how much of a pain in the fucking ass its gonna be to run. This is not an academic argument. I’m not talking out of my ass sitting in a darkened room illuminated only by a monitor with /osr on it. I’m running a fucking game. I’ve got a social fucking life, a couple of hobbies, a theoretical job and so on. You’re gonna have to be good enough to for me to devote more time to grokking it and less time to The Journal of Foreign Affairs and learning to calculate the length of an arc. The number one complaint with adventure is now, and will almost certainly always be, that they are difficult to run. And that fucking WANDERING MONSTER TABLE page is a n abomination that is not coming from out of nowhere in this adventure.]

Bring a bucket and a mop!

[BL – Well, first, it looks like I managed to actually grab the 1e turn version and didn’t laz out. But, also, level five, the minimum for this adventure, is an auto turn of zombies, almost a destroy. This fucking shit is a joke. Either this is some Storyteller nonsense where the DM is “telling a story” and thus justifies shit, or it was never playtested. The standard MO here is to put in a bunch of high HD special undead to keep the “balance” in check. Lots of undead in this adventure. Lots of auto-turn and auto-destroy. I get the power-fantasy/cinematic aspect of weeding out enemies, ] but come on, which fucking party doesn’t have a cleric in it?]

I want you to park that big mac truck right in this little garage!

[BL – This screencap, coming on the heels of the other one, seems to be about the actual adventure. Which in itself is strange since I tend to normally put a recap up front in the reviews so you don’t have to do what you are being forced to do now — wade through my garbage to find something out. Also, I decided that em-dashes are my new lifestyle, just to add a little chaos to the world, AND I’ve taken more pills. We’re all in this together. Duh. Anyway – this review is turning out to be worse than the adventure, if that’s even possible. The adventure starts with some bullshit mythic quote crap that features the phrase They Hunger. Then there’s some archangel Michael nonsense that seems biblically inspired. Soooo glad effort was spent on that crap instead of the adventure. Then you get the first actual page of the adventure, the one with the introduction and all that shit. It tells us that zombies are attacking each night and you should rush for the gate — the screencap above with the highlighter is from this section. The very next page, at the start of the column, is the last screencap, with the whole Holy Order of Necro-Hunter nonsense. ]

[BL – Now, I need for you to brace yourselves — This, those two little screencaps and maybe one more paragraph before them, is the adventure. In this giant 106 page adventure that is the only description that you will have of what is going on in this adventure. There ARE a couple of “dungeons” in it, which I will get to, but you can see that you’re sent to the Temple of Corruption from that second screencap. Remember that table of contents? The Temple of Corruption is eight. pages. long. The rest of the booklet is gazetteer type information. Different region descriptions. Those fabulous wandering monster tables. There is NO other information on the actual adventure anywhere else. Nothing about the flow of the adventure, or summaries, or “you find the map in the ogres lair that shows the temple.” NOTHING. Just those brief sections on the first-ish page and the temple keys. I believe I’ve already bored folks, at length, about the page count vs room key ratio. It’s not a perfect system, their are notable exceptions both directions, but when the content of the adventure skews SOOO wildly from the page count then it generally indicates a problem. A designer too involved in their own game world. Not enough attention paid to the actual adventure instead of useless trivia. Slave over your actual adventure. Rework those keys until you hate your fucking life and ever discovering D&D. Drink too much, go on safari, find a new partner, get a divorce and then rework the keys some more. WORK THE FUCKING ADVENTURE.]

#NotAllEvil

[BL – I must assume, from these screen-caps, that I am somehow belaboring a point about padding and content. A shop description that is bland and generic and adds nothing to a game. A page about the DM Personal Philosophy. Year over year population growth in a city. All thrilling content for a Monday night game. Also, I seem to have stopped with the WAP lyrics.]

[BL – Ah, now this I remember! Danial Jackson tells us that we need two points to plot a course. So, let’s see, can we find the Temple of Corruption, our destination? No? Ok, I’ve got a couple of more …]

[BL – So, put them all together. Great. You found it, and you’ve discovered, I hope, how the six area maps work together? Wonderful. Now find Genepa, your starting point. May the journey IS the destination that we made along the way! Hey! That Gorgatha Lair place looks chill! Don’t worry, it’s not in the Table of Contents. ]

[BL – The last lines on the previous page were “After they enter, the doors lock smoothly behind them with a satisfying click.” Ignoring that this is the dumbest piece of shit fucking thing that still appears in adventures, that does add some context to the first words on the screencapd page. But what then? How do you put that together with the text on column two? What fucking poison? No, I spent time looking, there is not a “every room has poison” thing going on. I don’t know man. This then is a typical page in the Temple of Corruption. Busy, poorly laid out, confusing in its editing and overly simplistic. It’s just monsters that attack and dumb ass traps like the “doors lock behind you and now there’s sleep gas. ” Which, I must say, must be the dumbest fucking trap ever. “Frank, you don’t get to play anymore for the next 3d4 hours.” Great. ]

[BL – Allow me to diverge just a bit. The Temple of Corruption has nineteen rooms. Here is a list of every encounter in which there is LESS than a 70% chance of your cleric auto-winning: . Ok, that’s it. Hassim Al Sayed, Plague Walker, the big bad, is 6+3HD. Everything else is less. Whatever. It’s a shit adventure in which all you do is stab shit and save vs poison for gas and arrow traps.]

“Once it is opened, it reveals, a room that once was” So, let’s talk about padding … Which is the cue for most readers to skip this. These are all meaningless words. They add nothing. They just fill space. It’s how you get your paper to the required three pages. It confuses, it obfuscates, it makes it harder to scan the text for what you NEED to see. I want to reiterate how you run a room in D&D: the characters open a door. You glance down and scan a sentence or two from “room 4” and start to relate it to the placers, all in a couple of seconds. While they fuck around trying to decide what to do you continue to scan the room to be able to run the fucking thing, glancing back at that point at the room only for details like trap damage, monster stats, treasure, or some other detail.  THATS how you run a room from an adventure. You’re glancing down for a VERY brief amount of time. The room needs to be related quickly, at least first impressions of it. 

Ok, that’s it for former Bryce providing screencaps and I’m getting tired. Let me finish up with …

As they approach this temple, they see inscriptions on the face of temple, identifying it as the Temple of Despair. It is identical to the Temple of Corruption, with all the same encounters. You as the DM will have to repopulate it with slightly different loot and minor details, indicating this realm exists elsewhere in the multi-verse and is simply a dark-leaning simulacrum of the player’s universe of Thrae (or whichever campaign world you are playing this module with)

[BL – A hundred fucking pages and you have to populate one of the two places you need to go? I think not. This shit pops up form time to time ‘Place whatever treasure you wish.’ What are people thinking?! That the strength of the ‘story’, the plot, was so strong that I would fall to my knees weeping and, of course I would put it upon myself to filling the obnoxious little things like loot and encounters! This is totally different, than, say, putting in a door to an optional dungeon level. There we have expansion opportunities for a DM. This is just laziness.

This is $15 at DriveThru. The preview is twenty pages and shows you MORE than enough to make a judgement call on this, althoughm there are no encounter pages …

https://www.drivethrurpg.com/en/product/395635/gma2-they-devour-for-1e-2e-osric?1892600

Posted in It fucking sucks, man, Reviews | 5 Comments

First Steps – Descent into Madness

By Nickolas Z Brown
Five Cataclysms
OSR
Levels: "Low to Mid"

Deep within the Sunken Fort is a stairway. This stairway leads into an unknowable and chaotic underworld: the Descent into Madness. Alien creatures, chaotic magic, formless order and untold treasures await the intrepid and the bold. They will not return the same as they entered.

This 72 page adventure uses 69 pages to describe 252 rooms in “the first level” of a megadungeon. It is creative, deadly, off kilter, and comes at things from a “creativity first” rather than “rules first” standpoint. One of the best examples of a funhouse, ever, for every overloaded context of the word funhouse when describing a dungeon.

I know a secret. Maybe you will also after today. Keep the secret, there must have been a reason, there’s no reason to run your fucking mouth. 

As soon as you crack this you know you’re in for a ride. During our small obligatory hooks section we get “Someone’s father was turned into a tree in room 55 and needs rescued. All the relatives know is that they were last seen entering this place” or “The Headsman of room 72 could be emerging from the dungeon to take people’s heads and convert them into trophies to hang on his walls” What’s a headsman? Turned in to a tree? Well, those are things you don’t see everyday. Except they are rather classic, yes? A dude in a black hood dragging a big axe and beheading people to collect their heads? I’m not even sure there IS a more classic trope than that one? And getting turned in to a tree? Shades of so many folklore tales. Nope, there’s nothing folklore about this adventure though, it’s far too random, in a funhouse manner, for that.

There’s no pretext here, we just have a couple of words about interdimensional blah blah blah and then we’re in to the keys, as that page count would imply. A page of maps, a page of wanderers for the first area and we’re in to keys. With no fucking appendices. This thing manages to put everything int he text. Monster stats. Descriptions. Magic items. Fuck you and fuck your appendices. Fuck you and fuck your bullshit pretext of a intro. It’s a dungeon, the designer provided the rooms and the fucking DM can get the characters there. Rock on man! None of this 96 page adventure is only six pages of room keys. Every ounce of creativity, every ounce of effort, went in to this dungeon with none wasted on bullshit (not that extra shit is always bullshit, it just almost always is bullshit.) We shall begin now our exploration of the Descent in to Madness with the entrance area: The Maw of Madness.

“This is the entrance of the Descent into Madness. It is the domain of living teeth which are born from a fallen giant, animated by a tooth fairy. They have an irrational fear of sugar and must roll morale or flee if sugar is thrown at them”

Well, well, well. Aren’t you feeling like a worthless piece of shit right now, you high and mighty dungeon designer? You will NEVER be able to match this. EVER. Duh. Of course. The Tooth Fairy. Giant. Maw of Madness. And not one of us has ever done anything like this. Room one? Ok. “: Four Giant Incisors hover around a large stone slab upon which gold and gems are heaped.” If you steal any of that treasure, The Tooth Fairies, by the way, then all of your teeth fall out and roll along the floor under the door to room three. Then, other parts of your body begin converting in to teeth and falling off and rolling away in the same manner. Jesus man! In room one! Four giant floating incisors! A pile of treasure, oh so tempting, and a fucking CURSE. Fuck your quest or save or die shit, man that thing is brutal!

“Behind the bars is a giant wisdom tooth, inlaid with a bejeweled golden filling worth 4000gp. However, the tooth is heavily stained and looks quite dead. If anyone touches the bars, a tooth-specter will pop out of the tooth and lunge at the person touching the bars.” Duh. Yeah. Of course. Now what the fuck did you think was going to happen? There’s some place else where there’s a pile of something burning, making purple smoke, that is taking the vague form of a spectre that says things like “You are doomed! Beware! Your fate awaits!” Nothing else, no encounter. Oh, except, If you snort the smoke you gain +2 wisdom. 

THIS ALL MAKES SENSE. It makes sense in some kind of weird New York Times Crossword puzzle way, but it makes sense. Like in the way the clue “Peter Parker” means banana hammock. That ghost from the dead wisdom tooth, the one behind bars? It can’t get at you. The bars stop it. The ghost thinks it’s still alive and thus can’t get through the bars. Of course. That’s what fucking ghosts do right? They don’t know they are dead? But then some jackass party member is going to say that out loud, and the ghost will recognize it, and then it can come through the bars. There is an internal logic here, from the tooth fairy being in the tooth area, to the ghost, to the sugar vulnerability. Yes, it’s more than a little absurd than normal D&D, but it also has an internal logic to all of it that is so much stronger than the vast majority of D&D adventures. We see hints of this in other adventures, with well written humans, bandits, humanoids, villagers, who do what is normal, or could be, in a situation. This is so much stronger than the run of the mill adventures that don’t do anything like this.

This is 100% a funhouse. There are zones here, so the tooth/maw area is only the entrance area and you progress to other areas. But it’s 100% a funhouse. The zones prevent it from being abstracted away to just a node/line drawing of some completely different vignette in a different room. You can follow, and exploit, the logic of the different areas. And then, of course, on the topic of funhouses, we have the required creatures out of place/Anachronisms. Like the ogre potters, including the one who doesn’t want to do poetry anymore but wants to turn it in to a restaurant and inn.  

I’m a fan, as well, of the kind of, I don’t know, basic originality that’s found in this? There’s this manner of viewing the world that doesn’t seem corrupted by Lord of the Rings or forty years of bog standard RPG supplements. It channels a kind of wonder of just a slightly off-kilter world that I typically associate with good OD&D works. I understand that “slightly off-kilter” and “wisdom tooth ghost” don’t go together, but there are many, many examples of other encounters that are not, perhaps, so out there. “There is a barred-off chamber to the south, a large metal door to the north with a button beside it, and a ring tied to a string hangs upside down from the floor as if effected by reverse gravity.” A ring, hanging upside down from the floor, tied to a string, floating there? That’s OD&D as all fuck. Of course, it then goes on “if a person actually wears it, their fingernail will tear off and begin attacking as an HD1 AC10 creature whilst screaming about all the horrible things its owner has done to it. If they are wearing a glove, there will be muffled screaming and wriggling after a brief painful sensation.” So, you know … but the ring floating on a string? Great! Well, both parts are great, just in different ways. There’s a tap, a metal tap! You know, like a sap tap? I don’t think I’ve EVER seen a tree tap in an adventure, ever. 

I should touch on the format a little. We get a short little intro to each room of a sentence or two. Not quite read-aloud, but enough for the DM to riff from. A kind of introduction to the room. A word or two may be bolded and then those will get their paragraphs below. Maybe, four more sentences per? It’s an effective text based format, not really using bullets or whitespace, but just leveraging bolding and terse written sections, short enough to take in quickly and run from while you digest more of the room. There is an effort to separate rooms by lines between the keys, but I don’t think this works super well. The room numbers are not bolded … maybe that would help? It’s a minor point but its there. It causes a kind of “eyes glazed over” effect.I would not that the monsters get descriptions that ARE effective. Too many times the appendix has the monster and it’s all ecology bullshit. No. The DM doesn’t need the winter feeding habits of hte creature when the party encounters them in summer. The DM needs the monster description. What the party is experiencing RIGHT. NOW. “2 x BEAR BALL – A bear that ate the spherical fruit

and became a ball. Moves by bouncing around, and bites with its teeth” or “3 x OVERBITER Disfigured humanoid head with no lower jaw, dripping blood. Its teeth are crooked and rotten. The flesh is pale” or  even “LAPIS LAZULI ALLIGATOR – It’s a big-ass alligator made from lapis lazuli, do you really need a description?!?” Decent description. Like the rooms it’s not overly evocative but it gets the job done, like a well-written 70’s description. We even get a unique attack in the bouncing bear. More than a retheming, the new monster gets a new way to attack. One might argue that this IS the purpose of a new monster. 

It’s all very efficient. It’s all very effective. “Pit – (20′ deep. At the bottom are 3 animal-hide sleeping rolls. These are mimics that’ll attack anyone who enters the pit. They do not climb the ladder.)” DUH! Sleeping rolls in the bottom of a pit?! Of course it’s a set up! Animal hides? You mean, like, maybe an animal? DUH! This is the very height of design, telegraphing EXACTLY what is going to happen to the players and then STILL having it be a surprise. 

This is, perhaps, the most put together funhouse dungeon I’ve seen. It has all of the elements, from new monsters to out of place creatures to bizarre areas. But it all has an internal logic. It’s all got just a bit of a twist on it so it FEELS fresh. The floating ring. The pit. Even the fucking headsman. Why didn’t you think of this? It’s perhaps a little too efficient, needing just a few more words here and there to bring things more to life, but it’s not overly bad in this area and some of the descriptions are more than decent: “In the center are 3 curved white pillars that meet at the top, forming a triple-archway. Their stone glows with purple and blue veins. From this triple-arch there comes a dribble of motes of light that fall into a shallow pool of shimmering light. Clumps of moss hang from the walls on all sides of the room.” 

Ultimately, you gonna give or die by the funhouse label on this one. And, because you should always be slamming shit, this IS the adventure you want to play, in D&D, if you are somehow attracted to the Mork Borg crowd. This is exactly what they all want to be doing, with their creativity at least. Rater than another eight room minimal mork borg dungeon with one concept that is ultimately a hollow experience surrounded by too much emphasis on production, try a black text on a white background adventure that really has some depth to it. 

For everyone else? Well, there’s that secret. That You Will NOT be sharing in public. At least not here. 

This is $5 at DriveThru. The preview is the first six pages, which includes the map and two pages of keys, five rooms in total. This gets you solidly in to The Maw and you should be able from that to figure out if this is right for you, both in tone and in design.

https://www.drivethrurpg.com/en/product/284503/descent-into-madness-first-steps?1892600

Posted in Level 3, No Regerts, Reviews | 10 Comments

King for a Day (Revised)

By Jim Pinto
Port World Games
Generic/Universal
Level- Ha!

The Valley of Brycshire has been infested with a foreign and strange problem for a quarter of a century. This alone is not unique to fantasy gaming. Most adventures start with, “There’s something rotten in Denmark.” But it is for this very reason King for a Day works so well. It starts simple enough with an errand or a missing woman, concepts PCs can easily understand and want to solve. The hook is baited and slowly they come to realize there are a lot of problems in Brycshire. Too many, in fact. And no one seems interested in fixing them. There are nonhuman tribes fighting a war no one can see. There are two groups of cultists, shockingly similar, yet with nothing in common. There’s a local Baron, unable to think straight and unconcerned with the impending extinction of his people. Underneath it all, keeping their intentions hidden, is the Dagon Cult. The cult is fixated on serving three masters who in turn serve a disguised god, who is lying to everyone, including the cultists and puppet masters. Every layer of the mystery is buried under another lie. The enemy at the end of the story is never named. Not in this edition and not in the previous one. I thought it was obvious who it was. But some people didn’t agree and fabricated endings I didn’t intend. And that lie makes me happier than any truth I could reveal.

This 373 page book attempts to paint a picture of a small region with a cult problem and many other intrigues. It is, instead, an unusable mess that spends a lot of time either touting itself or being purposefully ambiguous. 

This frequently comes up on lists of Best Adventures. I’m gonna assume this appealed to the Pathfinder Adventure Path crowd and that they were amazed to see a sandbox? Otherwise I just don’t understand why people think this is a good adventure. A quick google to learn its history instead turned up people say it was SUCH a good adventure or people saying something like “I’ve read through this book several times, made pages and pages of notes & scribblings, and have been working for over a year on bringing this into a playable adventure that I can DM for my group. All during this time, I have been wishing repeatedly that there was an index at the back of the book rather than all my Post-It page markers with notes on them sticking out everywhere around the edges of the book.” A lot of people seem to be saying how great this is … but there are not a lot of Played comments. This causes me to raise an eyebrow. Either this (Revised) edition fucked up the origional (as, say, kickstarted Rappen Athuk did), or peple are just reading this instead of playing it, or It Was A Radical Departure from the ham-fisted adventure paths at the time. This version, that I’m looking at right here, is not playable. There are some good sandbox adventures and many more acceptable or not terrible ones. I can’t see anything radically different in this one that would make it more appealing than those.

The region has a lot going on in it but the core of this is a cult playing the long game, poisoning the water supply, slowly turning the people apathetic. They just don’t care about anything anymore. And it’s not in a radical way, something obvious, but, if your kids go missing you should give a shit, yeah? They don’t. Parallels to the modern pharmaceutical industry and its pills, removing both the highs and the lows from list so everything is just kind of bleh? Well, no probably not. There are, listed, 39 storylines in this. 39 separate things/plots/etc going on that range from minor to full on campaign themes. There’s a lot going on here, probably too much even if the product was perfect. That does give the DM the ability to pick and choose and perhaps use this as the basis for SEVERAL campaigns, and it also means that a good deal of space was wasted in other circumstances. Although, I do think it would be fun to run this, like, three times, name changes and the like, dropping in different plot elements, all eventually ending in the same way/cult. “Jesus fucking christ! It’s the same campaign!” Always down for a good “appeal to the player not the character. I’ll speak to those later.

There are going to be many issues with this adventure, but the most immediately obvious is the conversational tone in the writing combined with the smugness of the designer. What A Clever Boy Am I gets real old real fast. And the designer speaks to the reader directly and frequently, if not continually. “The gamemaster must see everything at once. The PCs want to see everything at once, but the act of discovery is everything. The more the gamemaster knows and understands about the environment, the more she can ‘wing it’ when the PCs go off course. After all, a great percentage of roleplaying is improvisation, but sandbox play can be more demanding on a gamemaster’s freewheeling spirit. Gamemasters that aren’t comfortable with this style of play should map out each scene or segment of play ahead of time, drawing players through the story by the nose. And if this is your intention, I recommend not playing this adventure at all.” That the designer condescends to allow us his secrets is a great honor indeed! I suppose I could get over the smugness if it were not married to the conversational writing style. As a reminder, I’m looking for four things in an adventure: usability at the table, evocative writing, interactivity, and overall design. If you’ve really created a masterpiece of design then I can be forgiving in some of the other areas, and it’s an easy c- if you can use what you’ve created at the table. All stabbing is going to be frowned upon, generally, as is Victorian laundry lists rooms, extreme minimalism, and purple prose. Conversational text gets in the way of locating information in the adventure. I’m not dying on any hill; it’s theoretically possible that you could write an adventure using conversational text and that it will still turn ok. But possible and probably do not have the same definitions. Adventure writing is, at its core, technical writing. It MUST assist the DM in running it. That’s why it exists, its entire reason for existing. And the conversational writing leads to both padding of the text, making it harder to locate information, burying the important parts of text in surrounding walls of conversational tone, and a cognitive difficulty in parsing the text to pull out the portions you need for the game RIGHT NOW. I mean, you don’t seriously expect me to keep 370 pages of text in my head, right? I’m going to hit this again and again and again in this review. A book filled with underlines, highlights, post it notes, and separate notebooks of data and excel spreadsheets is not a success. It means that the designer has fundamentally failed in the core purpose of the adventure. I don’t care. It’s its written in iambic pentameter in inuit then, maybe, it shouldn’t fucking be written in iambic pentameter in inuit? 

Let’s talk storylines. Plots. Whatever. These start on page 290. Of 373. “Border Disputes” is a minor plot. It takes, oh, a page and a quarter to describe. Humanoid tribes have turf and they put up rocks to mark the edges of their turf. A border marker gets vandalized and no one knows the graffiti of the new tribe. A couple of villages are suggested as places remote enough for warring tribes to fight over. That’s it. There’s nothing else here. Oh, there’s preaching: “While this is not an important storyline, certain players come to expect combat with humanoid species as a staple of fantasy gaming. Border Disputes provides an organic method to introduce physical threats to the campaign. Without this storyline (and a few others), the gamemaster can ignore most of the humanoids in the valley, especially if it seems unlikely Brycshire could support so many creatures.” But anything else? That’s on the DM. This is, at best, a series of events in a better written adventure. But, hey, want to run it. Let’s turn to page 556, where the locations start. Hmmm, a footnote for “Abandoned Farms” on page 59 tells us that “Goblins from the Carrembarrow Hills have been spotted on the edge of Thursley Bog. Someone from Osathorpe travels to Halford in order to report it.” That seems useful. Ashley Forest is described starting on page 60. It has a small note about two tribes using the southern tip to trade, as well as a couple of other events related to the forest, a wild boy a dead orc, humanoid on humanoid ambush. Seems like something to remember. Ah! “Avendeep, a couple of sentences on page 64 about a locale in the forest. It has “another passage into the orc tunnels.” Basing Hall has a note about the Roughskin tribe nesting there occasionally. Ah, Carrembarrow Hills. “Border Disputes and Warring Tribes. The Carrembarrow Hills are

where problems start, but the valley floor of Brycshire is where most fights seem to end.” Seems like a major site to me. Ok, an hour later I’ve scanned the location, up to page 146 and noted the places where humanoid tribe shit happens. I have now reached the orc Caves” section. That’s nine locations over two pages for the Blood Eye Orcs. Regale yourself with “3. cave stairs Massive stairs are cut straight from the earthen cave, breaking through into the natural cave entrance above.” This is all generic content. Ok, lets see, page 160 is people, let’s scan that also. Ah! Blood Eye Orcs appear on page 174. Wait, no, they belong to a major plotline, not the minor warring tribes plotline. Ah ha! Page 176 are the Bog’gog, a small tibe of peaceful goblins. Led by Bez. Is there an entry for Bez? Lets flip back and check. Ah, yes, there is! /4 page to tell us he’s a pacifist. “He now understands the value of life and death.” Seeems lie that could be said in less than ¾ of a page, but what do I know? Ok, back to the Bog’ogog. Nothing relly good here. Ah, Broken Fangs on page 178, aggressive warline Gnolls. Led by Remmock, we’ll need to go look that up later. Another ¾ page to tell us about some gnoll names and other trivia, and that they will blame the tribe of eight in border wars. Ok. Ah, yes, page 249, their leader does have a separate entry. Hates Snygg. Better go look that up. “Alpha, Intelligent, Hunter” hat’s fucking boring. Hmmm, ok, lets grab a map, print off a copy and note the tribes on it and locations on it, maybe with territories? Seems like a good idea. Oh! Looks like page 51 has a list of factions and MAYBE the tribes are on it? Eight of them maybe? Ok, lets pop out the handouts PDF. It’s got all of the locations in it and who appears. Ashley Forest says “Duncan Fangrin Gnolls Gremock Spearfang Order Of The Serpent Snygg Tribe Of Eigt Viviene” Ok, some of those looks humanoid. Serpent? Oh, hmmm, those are hippies who dress up like snakes, not humanoids I guess. We can dig through the rest of these to try and find humanoid sounding names also. So, I’ve read everything, made by notes, stuck in post-its, and created maps and a kind of event timeline. I’m now ready, after a couple of hours, to include one of the more minor and throwaway plotlines! Yeah me! Remember this feeling. 

Obviously this is absurd. There is some kabuki regarding organization, cross references and the like, but it’s just that, kabuki. I don’t think it actually does anything to help you run this, or, mostly even, prep to run this. This is, likely, not an adventure. It’s a regional setting with a lot of suggestions and the possibility of a lot going on. It has, through its obtuseness, crossed the line from adventure and/or sandbox in to regional setting. And I don’t willingly pick out regional settings to review. I don’t know how to review fluff. 

As a regional setting the organization is still shit. But, clearly, you can see how this might be used as a starting regions for the players. They go about their business exploring dungeons and the like and the regicide, apathy, coups and other intrigues happen around them. That SHOULD have been how this was organized. It’s not though, there’s not nearly enough to the locales to support adventuring “down time.” 

Plus, there’s a very strong, explicit, Harn vibe going on. We are solidly anglo-saxon with this. Laets and Cnihts running around. You know what those are, right? How about compurgation? No? Shit is just thrown in to complicate things. This should have been a more generic setting instead of going hard core down the angle-saxon path. Yeah, it adds flavor. You’ve also got 30+ “storylines” to dump in. How much complexity do you want in a supplement? The hundred court. The shire court. All tools for you to use, but, also, not directly referenced anywhere in the adventure. COULD either of those show up as play elements? Yeah, there’s noble intrigue. Do they deserve all of the space they take up? No.

You can see why people got excited about this when it came out. And, even, why it might be interesting today. The scope here is quite large, with lots of people, places, and plotlines. And there’s always something quite impressive about these larger scope products. Rappan, Night Below, GDQ … the larger scope products have room to breathe. They are rare beasts and its hard to not be impressed when you see them. Even cynically, someone got it out the fucking door, no small feat in and of itself. You can FEEL the possibilities in these things, including this one, and that is a magnificent thing. If the purpose of fluff is to inspire then it got it right. I’m not sure it’s possible to pick this up and NOT feel that way. Time slips, but I suspect that in 2013 something like this would have been a revelation. Not just a single plot. Not just room bashing. A campaign in which to house your OTHER campaign. It’s in that weird category of a regional setting that has things to do. Not just geography and history, people and place names, useless trivia, but things that can happen. This is a dynamic home base. And that’s a great thing.

It’s also the case that this is pretty multifaceted. Once you wade through the self-aggrandizement and conversational tone, you get several levels to the plots going on. We’ve got the standard warring tribes thing, that I went through in detail. There are a few other things of this ilk going on, standardish humanoid trouble and the standard “normal” cult activity. Then we’ve got some politics; the dude in charge of the region is the Regent … and would to continue to rule. So we’ve got the spies, troops, noble shit going on, economic stuff. Then we’ve got the main troublemakers: the Dagon cult. Lots  and lots of things leading to this and lots of the humanoid and politics lead to this also. They have a subtle APATHY poison in the water supply, there are kidnappings, all sorts of machinations. A standard home base would have little of any of this, maybe some hand waving about orc tribes raiding and burned farmstead before you go off to stab them. Here it’s more integrated, and the consequences more integral. A great home base might have some politics in it. But, again, seldom to the degree this thing has, so we’re adding yet another level. And then there’s the real trouble in the region, the Dagon cult, underneath it all, doing their thing. Anywhere you dig in this you’re going to find something going on, from the straightforward to the subtle. The amount of actual fluff, beyond the anglo-saxon culture stuff, is at a minimum here, perhaps raising its head most prominently in the NPC descriptions. Again, the scope and layering here is impressive. 

There are few specifics here. What you get are outlines of things.Think of them mostly as events that could happen rather than locales, with a lot of unnecessary commentary and “questions for the DM”; how does the party react, what does Bjorn do, how they react is up to the DM. And the organization of the booklet, for that, is just no where near where it needs to be to run this effectively. Fuck me, it’s also nowhere near where it needs to be for a DM to just understand what is going on. The comments about a year of study with notes, highlights and post-its are spot on. 

I have led you down a path to a certain opinion, and no doubt several people have opinions. Let us consider that in view of (what I anticipate) to be the reactions of the last review of a similar product, Brink of Calamity. These are, essential, the same product. This booklets scope is substantially larger and Calamity is less of an series of plots and focused more on specifics. This is an outline format, almost a book of lists (a list of anglo-saxon terms. A list of NPC’s. A list of Places. A list of Plots) and Calamity beds more towards room/key. But they both require SUBSTANTIAL prep to get you to a home base type area that you can use with the party in the way in which they intend, rather than just stealing one or two plots. What for the difference? Other than circling the wagons for one and burning the other at the stake. 

I don’t see this adventure as being fixable at home; to do so would require a complete rewrite. You can steal parts, of course, but there’s nothing special here to steal, the magic comes from the depth, scope, and layering. An editor needs to eliminate the conversational style. The NPC’s need shortened immensely. The anglo-saxon/normal fantasy village shit needs to be cut; its flavour can be integrated in to the NPCs, places, and events. Cross references need to be prevalent. It’s needs a brief summary of the MAJOR plots, then a list of places with their plots in them/directly after them. This could be followed or preceded by the major area spanning plots. It needs a few other things also, like home base shit and some normal home base plots, Mike is having an affair with Mary the innkeepers dog, and so on. I know what a fantasy village looks like, I need the deets on the Mike/Mary thing and that Bill is a serial killer who worships the local orphanage. There should be an event timeline, or at least a suggestion if inserting things in a particular order in the background when the party if off on the other side of the region, so that when they come back they can see the school marm is missing, has been for a week, and none of the searchers can find her. Ignoring the socio-economic implications of what I’m about to say, if every megadungeon were scattered throughout this region, how do I drop some shit on the party in an effective way when they return to town, or pass through the village of Pigsty on their way to Stonehell? Oh, sorry, I mean when the party feahfang’s the local frith-borh to avoid the nithings being healsfanged by the gemot. It’s been a few years, maybe it’s time for a “You can actually use this one” edition on kickstarter?

And, quoting from the adventure, “And don’t be afraid to say, “There’s something really wrong here.” 

This is $20 at DriveThru. The preview is twelve pages and shows a portion of the second booklet, the handouts and people/places reference. That’s a really shitty preview of the adventure. The preview should give a potential buyer a view of the product in a way that they can make an informed purchasing decision once looking at it. And this don’t do that at all.

https://www.drivethrurpg.com/en/product/112514/king-for-a-day-revised-edition?1892600

Posted in Reviews | 15 Comments

Brink of Calamity

By Trent Smith
Storm Fetish Productions
1e
Levels 1-6

The town of Warnell, straddling a trade route that crosses two great forests, seems at first like any other backwater on the borderland of civilization, but menace and mystery lurk beneath the surface: a rash of disappearances from the shanties outside the town walls, a ruthless drug cartel operating with impunity while the town watch are powerless to stop them, and marauding bands of brigands and slavers ravaging the countryside. Rumors point would-be heroes and fortune seekers to the enigmatic sanatorium and casino outside of town that draw strange and wealthy travelers from far-away lands, to the abandoned (and reportedly haunted or cursed) old salt mines, to a remote mist-shrouded logging camp with an unsavory reputation, and deep into the trackless primeval forest where the xenophobic elves have forbidden all trespassers. While these locations likely hold death and destruction for the careless and foolhardy, they may also hold the keys to drawing this afflicted town and its hapless inhabitants away from the brink of calamity. 

This 180 page supplement describes a region with a couple of dungeons, towns, bandit lairs, eleven woods and such to have adventures in. There is design behind it, which has always been a rare thing to see and is always wonderful to see. It is dense, vanilla, deep, and pig-headed.

Why was this published?

It obviously took a lot of time and effort. There’s a cover. A credits page. Art has been inserted. So, it was obviously meant for other people to look at, not just personal notes. Is it an appeal to the ego? To have people say “Man, that dude, he knows what he’s doing!” I’m sure some people will say that. Here’s some quotes from Dragonsfoot: “Looks cool. “, “Cheers!” “Wow! Sold!”, “What he said!” “It looks nice!” “Sweet! I’m interested in the print version!” “Looks neat! Printed copy for me!” That’s not for this adventure, that’s for Into the Mite Lair, a dreadful adventure. But fear not, I’m sure the same people will say the same thing about this adventure. So, again, why was this published? For people to use? From the intro: “Be advised that, contrary to contemporary fashion, this adventure is not designed to be run with minimal or zero preparation by the GM. The expectation rather is that the prospective GM will take the time to read and study the entire thing, or at least the appropriate chapter, and take notes as needed to help familiarize yourself with the material and how all of its pieces relate to each other to form a complete tapestry.” A well designed adventure, with depth, is not mutually exclusive with easy to run. I’m not blind, I know what the meme is. “Brycey Bryce only likes those zero prep adventures.” This is absurd. But, also, it is absolutely true that the number one complaint is that adventures are hard to run. There is no “modern fashion in easy to run adventures”, as my continual rants will prove out.

That’s my bookshelf. You see that big stack of shit on top of Arabian Knights? A complete set of Federation & Empire expansions, to complement the main box next to Der Untergang von Pompeji. The core rulebook alone is 166 pages of dense type that compares to the bible or a dictionary. The base game takes weeks to play and dominates an OVERSIZED table, with other tables serving as support, with thousands of counters. It’s never going to get played. This is no Acaeum collection, waiting to be pulped by my kids when I die. With the exception of F&E. Six  months in this has generated little to no buzz almost certainly because of the barrier to entry. The fuckwits will chime in about now with some anecdotal examples, but I stand by my statement. This SHOULD be the new home base, the new general environment from which adventures spring. But it’s not going to be. Because SOMEONE decided that their strict condemnation of a fucking MEME was more important than people enjoying this during play. You’re damn right I’m fucking angry. Because this is a good adventure.

Parts of this have been published before, I believe. Melonath Falls I’ve reviewed before and one of the other parts seems familiar although I see no mention in previous reviews. Essentially you’ve got a small region with a town, a couple of dungeons interconnected, a wilderness to explore, and a spa/casino rife for some infiltration. No, it’s not a magical ren faire vibe, it kind of fits in to a Road to Wellville kind of thing. The way to think of this, I think, is a base to operate from while you explore Other Adventures. In your downtime things will pop up as you interact with the folks and places in this setting. And that will lead to more intrigue, forays in to the dungeons and spa/casino, and journeys through the woods, where you slowly become entangled in the things going on in this adventure setting. It is rich, interconnected and deep, none of it being in your face but all of it available. 

A great deal of this drop in comes from the more vanilla vibe of this, combined with a kind of seediness. A kind of underground thug thieves guild, drugs (or the black lotus variety! A great appeal to the classics!), slaves, streetwalkers and gangs of children on the streets. RIval guards. The core of this is solidly in the human-centric approach to a base, punctuated with just slightly off humanoids: bullywugs, xvarts, some fox-people (in a non-odious way) and so on. Just enough to add some freshness to the creature encounters while still anchoring things solidly in bandits, thieves, and scoundrels. The Taggart Gang. The Golarossa Brigands (although I would rename them to the Gorarossa Free Rangers or something like that.) Intrigue is here, if you just open your eyes …

The writing is generally straightforward and is at its best when Trent is adding just a flourish that grounds the encounter in such a way that the DM can riff off of it easily. Age and eye color and cloaks are no match for “one Erasmus Prokilios, an owlish, perpetually-bothered middle-aged man who is seemingly always carrying a large sheaf of papers and much too busy to be bothered by anything of less than existential urgency.” That’s an NPC you know how to run, a sentence that cuts through all of the noise; you need nothing more about him to run with it. That’s when he’s at his best at descriptions.

Mostly, though, you’re going to get VERY in depth and detailed descriptions of things. Unlike a lot of adventure, a lot of the description here is to a purpose. If you pay attention you can learn things. ABout people. About places, and the descriptions, lng though tey are, are the cornerstone of this. It’s design, where things at this locale and a different one and different one add up to a larger picture and allow the smart party to figure things out. 

And smart you will need to be. Seventeen giant rats. Eleven wolves. These encounters are not for the meek. You’ll need your experienced players showing up to handle this, The deck isn’t stacked against them (with a single exception), it’s all coming from the neutral judge style in which difficulties are explained and then the party set loose to run their zany schemes to overcome them. That single exception is the casino, where magic columns, stone golems, and a captured daemon all protect the casino and vault. I get it, but, also, this is the one area in the adventure in which this kind of shit appears and I would have preferred a more solidly human/normal grounding. 

An example? Hey, you know all of those times you explored a mine? How many times has the designer put in rules for undermining a support beam? Never? Well Trent covers it. Clearly, a reaction to playtesting, this is the kind of thing that abounds in this adventure. Detail. Mostly aimed at what you can see were actual play. Which is how it should be. A fucking dock takes, what? A page? A column? Yet it is key to understanding a piece of what is going, for a clever party who is paying attention. “The strongbox is trapped with a needle that will prick the finger of anyone who attempts to force or pick the lock, who must then save vs. poison or the hand struck will swell up and become red and will be useless for one week.” Excellent!

I want to call out, in particular, the handling of the woods in this. The wilderness environment is one of the better ones, with the elves in it being maybe the best implementation I’ve seen. There’s a black dragon in the wilderness (I love black dragons. I don’t know why? They just seem to fit so much better than other types? A byproduct of DL1 conditioning maybe?) We’ve got all sort of magical creatures, dryads, and so on that fit in well. And elf communities. With a way to contact them. Maybe. Standoffish. Ready to fill you full of arrows. And then a corrupted elf settlement, with corrupted dryad and a fungus that works REALLY well together. The whole vibe of the elves in this is great. Not the super-powered problem-solvers we think of them from LoTR, but more isolated, coming though well, without being asshole xenophones. (Just , I don’t know, Appalachian standoffish?) 

The wanderers in this are great. Clearly influenced by the 1e DMG, they get little paragraphs that give some guidance for the DM to riff on. Hookers who are in with the waifs. You know how ACKS tried to do a whole econ/larger game world thing? This delivers in the solid 1e style that I’ve seen only a handful of times. No sages in this town! No seafarers, unless they are on their way somewhere else. Because the book says there might be sages, Trent is clarifying. Training and trainers, how many times have you seen that mentioned in relation to a home base? Well it’s fucking here. Because that’s 1e. This is more 1e than anything T$R every put out. Not the bullshit petty arguments over minutia or stodginess that reigns online, but 1e, the way it was meant to be. The SPIRIT of 1e oozes out of this, so much so that even my Skull Mountain OD&D lair needs to check to make sure its door is locked lest its owner be tempted by the Harlots table. 

The issues with this adventure are too numerous to list. Monster reactions are in their rooms rather than in the rooms they would react to. The hex map, in particular, is quite hard to read. I get the barrier to entry the digital tools present, but that thing needs cleaned up. The adventure is low on WONDER. I’m all for gonzo, but it needs to be anchored in the mundane, and this runs as much to the mundane as possible while still having dragons and the like in it. You’re just not gonna get the weirdness that punctuates the more grounded 1e adventures from T$R. I’m not even sure weirdness is the best right term. Specials? 

The major issue here is going to be the DMs ability to run this. I am opposed to the DM making major efforts to run an adventure, particular with highlighters and notes. And that’s just not possible here. This is dense and obtuse. On purpose. As I think back, I recall an index of major NPC names and a little brief section on which areas are appropriate for which levels. That may be the only assistance you’re getting. And this extends to section headings. I’m looking right now at the Government & Law section There are long sections of text punctuated by a NPC stat block. What you need to infer from this is the part of the city that person runs is detailed above their stat block. Like, write about a column of text, stick in a stat block, write a couple more paragraphs, stick in a stat block for an NPC and so on. From this you need to pull out that NPC is head of the forces detailed in that block section above them. No headings. No bolding. Just a giant blob of text. I’m not sure how throwing in a section title of “City Guard” or “Night Patrol” somehow undermines the clarity of vision that went in to this. The writing is not conversation and is not all useless, the closest example maybe being the writing in Tharizdun? Except much longer chunks. I’m not going to insult Trent and tell him he needs an editor, challenges to authorial vision and all that. But it does need to be trimmed, with more focus, without losing the sections of depth he’s provided. More section headings, a better section on how the adventure works together, and so on. In a perfect world we’d see more use of indents and bolding to help focus the text and the DMs attention where they need it. This is not a dumbing down of the adventure or an appeal to zero-prep. The only person who can hold a 180 page adventure in their head is the designer, proper. You like Guy, yeah? He’s got a series of articles on layout. 

The binders to the right of Dungeonquest is what I run my games from. The books to the left of Arabian Nights are the D&D supplements I have in print. Some of them are also obtuse. But they ALL get used; that’s why I have them in print and that’s why there are so few of them. My fear, my great fear, is that people will get this and then NOT use it. And the fault is not on them because they choose to not make their entire personality Running Brink of Calamity. 

I would champion the fuck out of a Deluxe Edition Kickstarter that kept the depth while trimming it and making it more usable. 

This is $15 at DriveThru. The preview shows you some dungeon pages, and is probably a good preview for those sections. Mayhap a little misleading on the other sections though. 

https://www.drivethrurpg.com/en/product/508460/brink-of-calamity?1892600

Sorry to do this to you Trent, it’s unfair.  I’d love to clarify my points more but I’m not sure I’m able to. The reviews may be coming out a little slower. I’m still here but not at my best. Essentially every spare part that was inside my body is no longer there; if you can live without it then I don’t have it anymore. (Including a fucking molar? I went in WITHOUT any cracked teeth and came out with a cracked #31 for the Endodontist to refuse and send me to the in hospital oral surgeon!? Yeah, nothing happened, sure thing.) I’m going to try and use this time to cover some of the longer adventures that have built up on my Wishlist. I usually take about two days to do a thirty or so page adventure, with a longer one in progress as time permits. I’m going to switch to covering some of the longer ones, so you should expect things to come out a little slower until I recover from my System Shock roll. Not to worry, I got a +50 on multiple rolls of the Harlot table and have been giving generously to the Temple in Corinth for years; I’m well taken care of.

Posted in No Regerts, Reviews | 26 Comments

Old John Stuart’s Mill

Archie Fields III, Matthew C. Funk
Witch Pleas Publishing
5e
Level 1

Set in the richly detailed settlement of Greenspires, a town nestled among the elven ruins of the Hinterwoods of Witch Pleas’ Legends of Lohre setting, this tale begins at the cozy Drunken Dragon Inn and escalates quickly. A goblins raid becomes an epidemic of the un-dead, with a zombified child stalking his cellar and a grieving father wielding dark magics. Old John Stuart’s Mill is more than a dungeon crawl. It’s a reckoning of morality, justice and consequence.

Before you go bitching, think a bit about my direct and indirect illocutionary force. 

This 28 page adventure is a rather simple and linear affair full of terrible choices when viewed through an OSR lens. Beyond the normal D&D stuff, two of the encounters provide an explicit challenge to the characters to solve, one simplistic and one more difficult, that involve morality in a more nuanced standpoint than it is generally covered in D&D. The more interesting one is worthy of inclusion in a game, perhaps, and fits in well to my People of Pembrocktonshire villager vibe.

This is a 5e adventure, but they stuck it in the OSR section of DriveThru. Normally I’d pass that by, but then they called it “John Stuart’s Mill.” Ever the sucker for marketing, I eagerly dove in. Who’s that Australian philosopher, you know, the one who posited that every time you drank something other than tap water you were making a decision to kill a child somewhere who doesn’t have access to clean water, because you could have spent that cash to help them/donate?

Just as we saw with the NASA adventure, our crossover friends may be perfectly competent in their own fields but have not been born with the innate ability to present an adventure in a useful way. This results in an effort that has a rather higher bar to run it than what I would prefer, or, even, when compared to other adventures from the more mainstream designers. These sorts of adventures, attempting to crossover to other audiences (in this case, classes and the like, using D&D to help ground philosophical concepts) face the added barrier of audiences new to the game, and thus needing that rigor that comes from good deign principles across the Bryce pillars. There are The Old Wounds: long sections of italic read-alouds. It has been known for quite some time that long sections of read-aloud causes players attention to drift. Phones come out. Limiting this to two to four sentences and making it interactive instead of exposition dump is the better choice. And, of course, there are studies showing the increased cognitive burden of long sections of italics. But, every adventure does it and thus the pattern repeats as new designers learn their mistakes from old mistakes. And the fucking font is small. Grrr…

But then the other issues: Eight linear encounters. We must agree to disagree on the modern trend of giving the players no agency in their lives. I recognize that this is the reality of the modern game, and yet I must insist that a game with agency is a more rewarding game. Decisions are, after all, the conceit of game theory, yes? (Ha! You see?! You see?! It a fucking activity and not a game!) 

Lest you think it’s all fun and games down this linear path of encounters, you will also get to enjoy a mary sue. I thought we had left this far, far behind us, but I do seem to be seeing a resurgence as of late? The sheriff is clearly a werewolf and, at one point, a giant wolf charges out to scare off some goblins attacking the party, reducing the number the party has to fight. Conan becomes king by his own hand. No, this is not a power gaming fantasy. This is design in which the players, running the characters at the table, get to be in control of the game with the DM as judge, not some Storyteller bullshit. Players in charge. And don’t go misinterpreting that statement in to Storygamer territory. My scorn here is somewhat lessened because the wolf attacks when the goblins are throwing their first firebombs, disrupting their attack. Telegraphing whats to come, for smart players paying attention, is generally good design. As presented here its rather a bit blatant, with no player skill required to figure out whats going on. Meh.

I can go on. Purple prose from novel writing instead of evocative descriptions from technical writing: “ Greenspires’ humble buildings huddle in the chill of the night, the brave little lights in their windows pressed against encroaching darkness, flickering faintly upon the antediluvian emerald spires of the elven ruins.” or “The scent of cedars, pine and oak permeates the night with a heavy impression of the Hinterwoods’ age.” At the mill there are various sounds; a hobgoblin butchering an animal that is screaming very loudly. Goblins arguing in the next room. These appear, though, in the rooms in question and NOT in the room in which you hear them. I can beat a dead horse here explaining ad nausea why this is  bad, just as I could spend time describing why the opening “run in to the bar to get help help” scene is unrealistic, bread immersion,  and ineffective in creating the emotional response that the designer is going for, or the backstory exposition that muddies up the DM notes sections of encounters making it harder for a DM to locate for what is the absolute most important thing in adventure design: running the adventure at the table. But, instead …

Let’s talk orc babies, in which my perfect knowledge of adventure design that can never be questioned instead turns in to shaky opinion. 

We gotta go in to this with a couple of statements. First, at some point things changed from Nature to Nurture in the role of Evil in a humanoids alignment. When there is a god of evil and you are born evil then many of our moral arguments fall apart.Slaughter thy orc babies as ye may, Old time is a-flying. You do have a soul, there is an afterlife, and you WILL be spending eternity being happy or punished up in Olympia or the Seven Heavens or wherever. Maybe figure out what Eru Lluvatar thinks the meaning of good is? I don’t care if you like the official changes WOTC made to humanoids and their relationship to evil, that assumption is where we have to start our discussion in the modern game. If it help you live with yourself, go look up the appropriate Aurelius quote about the othering and generalization of people in order to justify doing things to them you otherwise could not. While you suck him off. The moral question is more interesting in 5e than our pre-Nietzian OSR versions. 

Alignment, used in the way its used here, does NOT make the game fun. I don’t care what version the game is and I don’t care what your decision was in killing the orc babies, a DM that modifies the game based on morality is a bad DM. This adventure makes one damning statement in it: “Don’t decide who is ‘right’ among the players. Instead, let the world you craft respond to the players, ideally with deeply meaningful consequences to their actions.” Absolutely the fuck not. There is no place for morality in D&D. It’s supposed to fucking fun. Go story game activity if you want to trauma bond and moralize. I’m drinking beer and eating pretzels. I sucked diseased cocks all fucking day, eating literal shit, dealth with my commute, got bitched at at home by everyone on earth for not taking out the garbage, and, then, to relax, some fuckwit DM is gonna moralize at me? I think not. Do NOT do this in your game. Can there be consequences? Sure. Orcs don’t trust you. They sing songs about you. Whatever. But you must divorce it from moral decisions. Fortunately, the adventure doesn’t do this, in spite of that bullshit statement.

The philosophy portion appears twice, explicitly (although I believe you can see some shadows in other areas) in the adventure. The first is with two goblins attacking you. That have clearly been beat up. That are clearly incompetent. That are clearly going to, at a minimum, rob you. Except they don’t. What do you do with them? The adventure explicitly notes that it is designed around utilitarianism and Kantian ethics, and thus this encounter makes sense in that context. I mean, the entire goal of the adventure is to bring to life philosophical problems for discussion and debate, so, you know. It does that. This is the weaker of the two problems presented in the adventure. It’s rather straightforward and, I think, hamfisted. Designed, bluntly, for one reason, that stated debate.

And then there’s encounter two. John Stewart has braved the goblin attack, abandoning his wife and children, to run back in to his mill, under attack by the goblins. You find him in his basement, next to a boy. A boy with ashen skin, kneeling next to a goblin, still twitching in his death throes, tearing at it with his hands and teeth. ““Please…please don’t hurt my boy.” The man is John Stuart, and the zombified boy is his son, Emmett. Emmett is temporarily distracted from the PCs by feasting on the goblin’s corpse, so they have some time to talk to John.”

Jesu Christo! Nice touch there with the goblin still twitching and this being Ye Olde Flesh Eating Zombie. I mean, the gobbo was going to kill them, right? None of that ham fisted morality here, abstracted away in to academia. Dude is RIGHT in front of you. He loves his son and brought him back. Is it permissible for the chronically underfunded state school for orphans to have a pet tarrasque? What could possibly go wrong? The real world is messy as will be a discussion about what to do here. There are no right choices, only wrong ones. 

As a teaching adventure spur debate in a classroom, the two explicit philosophical situations do what they need to do. The overall packaging of those two is rather poor. It is going to be a hard adventure to pick up and run at a table,  accessible to those not overly familiar with D&D. As a teaching aid, this aspect needs to be approved substantially. Font, exposition, organization, you don’t have to go OSE style here here but you do need to make it much easier on someone WANTING to use it. As is the barrier to entry is rather large, which means a focus on trying to run the adventure instead of the adventure itself. 

This is $7 at DriveThru. Stick in a fucking preview and help a prole out so I can make an existential choice on if its worth buying or not! 

https://www.drivethrurpg.com/en/product/530608/old-john-stuart-s-mill-1st-level-d-d-5e-adventure?1892600

Ganz Vargle—(Neutral Evil, he/him) a human man in his early 50s with gray starting to set in his dark brown hair and beard. He tends to dress fairly well, reflecting fashions from more populous cities closer to the coast, though he’s not ostentatious. Ganz is friendly and outgoing, but he hides a dark past: in his adventuring days, he sought to summon a demon with whom he could bargain for power, power he could use to change the world for the better. He found the witch of the wood, Moldred, who furnished him with the forbidden knowledge and materials necessary to call the foul spirit. The demon demanded a terrible sacrifice: the lives of Ganz’s adventuring companions. Though Ganz cared for his companions, he believed their sacrifice would be worth the good that he might ultimately accomplish with his magical might. Ganz slaughtered them all in their sleep in a profane ritual, but the demon was as deceitful as he was cruel: after the deed was done, he told Ganz that the best thing that a blackguard who’d sacrifice his friends for power could do for the world was to die. The demon afflicted Ganz with a terrible curse that would gradually weaken his heart and lungs until they cease functioning, and Ganz has been trying ever since to find ways to alleviate and remove the curse. The powerful talisman possessed by the witch Moldred can remove his curse, but when he approached the witch for help, she told him that he’d doomed himself by his own wicked hand and that his end is well-deserved. He swore on that day that her talisman would be his— that if she wouldn’t give it to him, he’d return and take it by force.

https://www.lukesurl.com/archives/comic/281-auto-whats

I fucking love Kant in this. “Because the Monster Manual says so! Don’t pretend you don’t know what evil is!

https://existentialcomics.com/comic/23

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Signed in Ale, Sealed in Wax

By Michael J. Bojdys
GrantWerk
OSE
Level 1

You wake in a locked cellar, heads pounding, contract signed in spilled ale. A dagger’s gone missing. A debt must be paid. And something in the dark wants more than gold.

This 32 page adventure uses three pages to describe six rooms in an underground smugglers den. I guess it’s inoffensive. There’s a compliment for you. How does “meh. whatever” sound as a puff quote to list on the back cover?

I can’t stand what my life has become. Someone, somewhere, thought this was a good idea. An adventure that uses three pages out of 32. Or, perhaps, if we are generous with the page count, seven pages out of 32? But, certainly, only six rooms and only three pages to describe those six rooms. Pre gens, house rules, appendices, backstory, game world, all thrown in. I do this page count to room key comparison for one specific reason: to show what a farce these types of adventures are. It’s hard to argue that this ratio is inherently wrong, (or that anything is or is not wrong or right) but it’s certainly clear that MANY an adventure would have benefited by a much strong focus on the ACTUAL adventure and less docs on the supporting material. When these page counts get to fucking lopsided its clear that the designer doesn’t know wat they are doing and didn’t really want to write an adventure; they wanted to write their house rules and setting. 

But on to this particular set of trouble. So, yeah, you wake up in the dungeon. I guess you signed a contract drunk in a bar last night and agreed to go get a dagger in this smugglers lair. While I’m not a fan of these sorts of forced scenarios in which you have no agency, they are slightly less odious when they are very first adventure for a campaign. Setting up things to come, don’t you know. I still fucking hate them and wish different paths were chosen for the framing. Forcing the players in to, say, a desert island with limited water heat stroke rules for wearing armor feels more abusive to me then the agreed lie that this is what we are doing tonight to play D&D and outfitting out party for an expedition to the very same locale with the same issues. But, whatever, minor issue.

Ok, the dungeon has a zombie in it. Got it? That’s the only keyed encounter with a creature. It also has a ghost that wanders around and attacks you. Every turn there is a 50% chance that the ghost moves one room closer to the party from its random starting location. 2HD so we’re looking at a 9 to turn it. And you’re gonna need a magic weapon to hurt it. And there’s one magic weapon in the adventure, the +1 Dagger you were sent to get. I wonder if this adventure was playtested?

The background information for the DM is a mess. It’s a combination of intro for the players and their characters and a lot of backstory that is irrelevant to the game at the table. So you need to dig out things to tell the party from the larger info dump of useless trivia. Not the strongest start.

Rooms are … ok? Not ok? I mean, I’m gonna bitch. They aren’t done right. But, you can run them. Basically, each room is going to take up about a column. You’ll get quite the short description of the room before it moves on to a longer section telling us information that the map tells us: where the exist go. I’m glad to see that this important duplicative information takes up more column space than the room description. Then, running on from the exist information we will get some follow up on things in the room the party might examine, the contents of a chest or something. This is likely to take up half the column. You can follow it well, except for the contents kind of running on from the exits. It’s not good, it’s not bad, it just is. 

The descriptions are fine. Not awfully inspiring but more than just facts. The designer has clearly tried to spice them up with adjectives and adverbs, and sometimes this runs in to being purple. “The air hangs cold.” Uh huh. I get what the designer is trying to do, and their heart is in the right place, there are just better ways. Like showing instead of telling. You can see your breathe. There’s a stillness. … Oh, wow, the air hangs cold, eek!

There’s not much in the way of interactivity. Search for a secret door. Stab the zombie and ghost. Jump over some sewage. It’s six fucking rooms. 

I’m annoyed that it took 32 pages to present these six rooms. This is just a throw away adventure attached to the rest of the campaign content, sold as an adventure. That annoys me. The actual adventure is nothing special. Id’ say it’s a typical six room lair, which means no room for anything to happen. It is written just slightly better than most of those, but that’s still the bottom of the adventure heap. 

This is $5 at DriveThru. The preview is seven pages and shows you the confused intro and the ghost. No rooms. Then again, if it showed you a room page then you’d see half the actual adventure … poor preview.

https://www.drivethrurpg.com/en/product/527981/signed-in-ale-sealed-in-wax?1892600

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House of the Wraith Queen

By Ian Hickey
Gravity Realms
2e/5e (For real this time!)
Levels 5-7

Mistress Lentel’itz-Abar, Matron Priestess of the Mother of Midnight and head of House Bu’Rin, was sent to the Rift under political pretence, ordered to prepare a waypoint to launch the next attack on the Dwarven city. Tragedy struck when the Great Rift flooded, killing nearly all. Her eldest son, Breet, a high wizard, survived by sealing off the lower levels of the house. Blaming rival houses for the disaster, Breet made a pact with the Mother of Midnight, seeking power to take revenge; he sought lichdom. Resurrecting his mother and sisters, he found the knowledge he sought, only for them to turn on him. Expecting it, he trapped them beneath the waters. Now a lich, Breet experiments in secret, while his undead family plots revenge from below. The Wraith Queen awaits!

This 95 page adventure uses about fifty pages to describe about a hundred rooms scattered across five levels and three bonus regions. This is a raid, with monster zones and empty spaces to recover in and leverage to your advantage. There is little beyond hacking to appeal, with only the occasional interesting area, but, when the monsters are stuffed with loot, hack on! The 2e min/max crowd will love this.

The pretext here is quite flimsy, enough so that it probably didn’t need to be included at all. Two deputies disappeared while searching near the “elf ruins” for the local lords son. The sheriff don’t wanna send in anybody else, but he can’t you from looking. Sounds like a dead sheriff to me, but whatever. You find signs of disturbed ground and follow it to the lake, or get attacked at night by a giant ice spider who abducts you to the underwater dungeon. And this is where an interesting thing happens …

Level one is almost all completely underwater. It’s inhabited by a bunch of wraiths. 5+HD with an eight and the 15HD wraith queen, as well as a few other creatures, eels, oysters and the ilk. But, also, there’s a tower with a stair inside of it that leads you the upper four levels, al NOT underwater. One of these has a lich in it, the rest of the levels under his control; a prison, servants quarter, a former  “magic school”. Doors lead to an outside area with a small mine area (along with the (Creature From The Depths”) and some orc/goblin caves, the former slaves of the household of which the lich and wraiths were once a part of who now are at odds. You have access, through the tower and the layout of the initial underwater level, to almost all levels immediately. 

This almost certainly leads to some interesting play. Water Breathing will be needed for that first level, and I suspect most parties will be without it, at least initially. This could lead to some interesting play as the party tries to find a way out, eventually finding the nearby tower/stairs up. This gains you access to the next level, with the upper levels being “locked” until you find some signet rings. Once you do then the upper levels, humanoid areas and mines and such become available. The party is almost trapped, searching for safe spaces and/or an exit to recoup and take a mental breather. We can imagine some desperate incursions in to the very dangerous first level or the safer second, finally finding the main entrance to get out or delving deeper to the upper levels and perhaps some safety with the humanoids or in the mines. But, of course, everyone is preying on weakness AND looking for some help with their situations. The lich needs a problem taken care of, the wraith queen wants revenge on her son, the lich, the goblins/orcs have some turmoil between them and are also looking for more living space … the lich and wraith levels. 

There are individual creatures on each level that can be tough, but, except for that first level, the levels are generally full of lower level creatures. Skeletons, zombies and ghouls will pose little challenge, and even the masses of orcs and goblins can be handled. This mitigates the level drain of the wraiths and provides a hostile environment but one that can be managed by a thinking party. For a raid/hack, it is a surprisingly interesting set of circumstances to manage.

There are, also, some issues. As there always are.

I am not exactly thrilled with the amount of exposition in this. “Along the way, the driver shares a tale from the region’s past, providing valuable background on the area and what lies ahead.” Yes, or he could just do it. As  recently mentioned, the designer doesn’t need to tell us what is going to happen right before it happens every single time. For a larger and more complex situation I’m open to this and enjoy the context for the framing to come. Then, many rooms have some exposition about them “This huge room was the main church for house Bu’Rin. Mass was held every morning, and it was mandatory for everyone to attend. Read the following to anyone seeing the room for the first time“ There is nothing in this that is gameable. Well, Bryce, maybe it helps the DM with the description, eh? To note old church features of the room? Sure. Maybe. Except the room is called “House Bu’Run Church”, the read-aloud describes a church, and the DM notes describe a church. I don’t think that even I (at least in the view of my detractors) need much more framing here to understand that its the House Bu’Rih church. Read-aloud can be long in places. Descriptions are not exactly the most evocative. The usual set of complaints. 

Moving on to more specific ones, though … There’s no real order of battle here. The notes on how the various groups react to organized incursions are a little sparse. Here and there we get a tidbit, like wraiths send out a super patrol if two of their patrols go missing.Kind of a lame response. Maybe they deserve to die? And then in other places the adventure is weirdly non-specific. A good example of this is the prison level where you can find an old drow prisoner. “The dark elf captive is a political prisoner sent from one of the lesser houses to liaise between the dark elf city and House Bu’Rin. He was quickly locked up and replaced with one of the mistresses’ daughters, allowing them to spy on the city. If needed, he can be used to replace a dead PC” It’s weird to not give him a name, or maybe a personality quirk or something? I guess the hand wave here is maybe its not needed since he can replace a dead PC? I mean, it’s even missing the required “stabs the party in the back” clause for drow. And then there’s this “An ancient suit of glowing elven chainmail bikini armour gleams on its busty mannequin: +3 suit of ancient elven mithril chainmail bikini armour” Ever the prude, I know.

But, then also, the design suffers a bit from that core interesting trapped situation. We’re told the first level is filled with water with a few air pockets … but get none of that in the adventure/map. I think the core setup here is super intriguing, what with henchmen perhaps being left behind while the party water breathes, or the spellcasters starting with depleted spell slots because they had cast water breathing (a tax upon the surface dwellers!) Huge masses of undead on the “outside” get little. The intrigue that is implied throughout is not given much attention except for a “they want new living quarters and might be open to negotiation” or something like that for each group. On the one hand it’s clear which direction to go, but, also, there’s little flavour or color to get there. Figuratively and literally “Just like the mess hall, both of these rooms are covered in moss and fungal growth.” Is that enough for you? It might be. I’m looking for just a few words more though. 

Interactivity here is limited. The core trapped/five level/faction thing carries a whole lot of weight here, in a good way. Beyond that you’re going to get, maybe, one elements per area. A straight out crossword-like riddle for one. A two-way portal. There is a great deal of lower-level interactivity though: bend bars/lift gates, doors to find a way to get past, non-obnoxious traps and the usual dungeon dressing. A piller to chase you around. “A ring made of 12 skeleton arms are nailed to the door, if someone other then Breet tries to open the door one of the arms will point a finger at the person shooting out a black ray of energy!” So, not really exploratory wonder interactivity but still enough to keep a hack/raid interesting.

I am moderately surprised by this 2e adventure. The core of it is quite good and its large enough to support enough play that the local town probably needed just a little more to it in order to support the party visiting a few times. It gets lengthy in places (that church is a page long, though its also a key room.) And it looks like this actually IS a 2e adventure that was then duel-stated for 5e. This is a decent enough adventure that I’m going to go look for others by the same designer to add to the list. If you’re in to 2e then this is a no-brainer.

This is $14 at DriveThru. There’s no PREEEEVIIIEEEW! I want a preview!

https://www.drivethrurpg.com/en/product/526921/shadows-return-house-of-the-wraith-queen?1892600

Posted in No Regerts, Reviews | 4 Comments

Son of a Lich

By Tim Edmonson
Ghost Ape Games
2e
Levels 1-2

He was never meant to be a necromancer. He just had the grades for it. When the players stumble across the talking corpse of a failed wizard named Bob, things spiral fast. One page of an ancient entropy-powered grimoire is already inside him. Another waits on a savage island ruled by saurian warlords, wild elves, and ghost apes that don’t sleep. What begins as a weird jungle crawl becomes a siege defense, a dungeon delve, a psychedelic fever dream, and possibly the start of a reality-hopping campaign. Or they could just go home. If Bob lets them.

This 82 page single-column adventure details an episodic journey centering around a level-4 lich who thinks he’s a fun guy. I don’t really know what to say here. It is what it is? It’s an amateurish effort, but that’s ok. The tone, adventure-path nature, and basic mistakes in information delivery are really offputting, but only the information delivery issues are actual valid criticism?

In D&D’s long history there have been some shifts in how the game is played. These are communicated through the official rules, or through the published material like adventures, or through the way most people are actually engaging with the game, or with the visibility being communicated in online social platforms. There will be ad-nauseum arguments about the official play, the actual home play and so on, but for better or worse there are memes about the style of certain editions or eras. 2e is solidly in the plot & story area meme, and this adventure unabashedly follows that, noting it explicitly. You can’t really criticize a man for doing an episodic adventure when you buy a “story drive adventure”, or for the comedic elements when it’s communicated up front. I know the 2e crowd is fierce, so we’re going to talk a bit about this just to ensure there’s fair warning, and then I’m going to cover some of the more issues with the adventure that lead to a “but is it a GOOD story based adventure with comedy elements?”

You’re gonna start in a village of cat-people. When you reach the lich, Bob (yes, that’s his name) he’s gonna cast hold person on your group and then do some magic tricks for you before running away and escaping. He’ll later keep up a constant banter with you as you drag his dismembered body around the rest of the adventure. He throws in comments and so on. This is 100% a railroad, errr, episodic adventure adventure path. It is solidly High 2e. Are you chill with that? I’m not, but I bought it anyway and can’t really criticize a man for doing what he said he was gonna do in the sales pitch.

But Bryce’s pillars stand apart from that. This is a rather amateurish affair, and I mean that in the best way possible. It’s a single column effort, which remains difficult to read and comprehend. I know that the point seems trivial, but the eye travel study on comprehension is real, as is the anecdotal data for anyone who has had to use single-column. It’s just going to be a little more difficult to comprehend the adventure and use it. 

And then there are the asides. There are a lot of these. This one, early in the adventure, is a good representative example of what I’m talking about: “This episode is meant to open in media res—no meeting in a tavern, they start to learn how to be a team and how to play the game immediately. Characters either begin here in their home village or are here on personal business.” It explains what is about to happen. Is there a need to explain what is about to happen? I don’t think so. I’m a big fan of the designer framing what’s to come, in terms of how it works, but this isn’t that. It’s not explaining how the different areas work together or the tone, it’s instead just repeating everything that’s to come in a different tone of voice. And that’s just padding that is of no use and just gets in the way of running the adventure.

And then text grows overwrought and purple in places. “You find a patch of earth that hasn’t been claimed by vines. The river gurgles behind you, dark and sluggish. The trees here lean in, like they’re watching. The air smells like burnt grass and rotting fish. You can make camp. You can rest. But you are not welcome.” This isn’t consistent, but, also, it’s clearly trying for this epic adventure vibe (it says so explicitly) and I’m guessing that this is a part of that. The purple prose is not great. At all.

But it’s also not doing an altogether terrible job with the descriptions. If we take that purple section above, it’s not too bad. A gurgling river. A patch of earth not claimed by vines may be on the edge of purple, but the air smelling like burnt grass and rotting fish isn’t bad. In other places we get a decent description of mudmen attacking the village that ranges from te usual to very good. “A child screams. You hear the splash before you see the thing—humanoid, muddy, crawling on malformed limbs. It twitches like it’s listening to the ground. Someone yells, “It’s in the ground!” and you see dark veins stretching out from the water, moving in the soil, like the river itself is leaking something alive. As you watch, another mud creature forms before your eyes, first pseudopods made of stinking, corrupted soil, then something resembling a humanoid figure with arms and a large torso” I hate the pseudopod thing, in general, and corrupted soil is a conclusion that should be a show don’t tell thing. But, hey, not bad. We’re not saying “three mudmen attack”, it’s instead trying to describe them, something the adventure tries to do consistently, and that’s a good thing. I’m going to go out on a limb and make an assumption from this that dude is an ok dungeon master, just not a great adventure writer.

If we follow through with the mudmen encounter, this is the next thing that happens once they are defeated “When the last Mudman collapses into a puddle of inert sludge, the village is in shock. Farmers report rot in the irrigation ditches. The elders whisper about the water. Something is poisoning the land.“ This is a crude and amateurish attempt to have, I believe, a chaotic battle aftermath scene in the village. People all over the place, side conversations, helpful and unhelpful injections from by standers and so on. I think I am not alone in reading that in to the description provided? And, yet, that’s not a strong description of it or how to run it or anything close to it. And I’m sure we all know what I what I think about supporting the DM. 

In other places there’s a certain degree of disorganization of the text that requires you to be completely familiar with it in order to run it effectively. This comes to pass time to time; the designer has lived and breathed their adventure for months while any of us who have simply bought it to run and read and re-read it can never know it as well as the designer can. Thus, after entering the dungeon we get notes about a second entry point to the dungeon. I think, perhaps, it should be obvious to everyone that “Entering the Dungeon” comes after “Outside the Dungeon”, but not in the kind of stream of consciousness layout from a designer that knows the material inside and out. Likewise, somewhat later in the adventure we’ll get notes buried in a paragraph about how the second entry point is in this particular room being described right now. Perfect if you know the adventure inside and out and less perfect if that’s not the case; it just looks like throwing information in wherever … or almost a subcase of  room 54 reacting to the inclusion in room 1 … in the description of room 54. 

This is hardcore story mode 2e. It’s got a slapstick comedic element that, on going, that proves that the Mork Borg call is coming from the inside the house the entire time. But, beyond these tonal baselines, it’s also not the easiest to follow and run with as a DM. 

This is Pay What You Want at DriveThru with a suggested price of $1. The preview is five pages. You get to see the mudman attack. This is enough to show the conversational tone, asides, and sometimes decent imagery and sometimes purple imagery that is conveyed. 

https://www.drivethrurpg.com/en/product/530935/son-of-a-lich?1892600

Posted in Reviews | 1 Comment

The Attack on Fisherman’s Village

By Sestermeron
Self Published
OSRLevel 3

On a rainy morning, the players take shelter in the tavern. Instead of finding a place to rest, they are greeted with an unpretentious invitation…

This nine page adventure uses three pages to describe ten rooms in an ultra-minimalistic caves of ONLY stabbing. Did you think Vampire Queen was too wordy? Have I got the adventure for you!

What the fuck is it lately? The bad stuff is just REALLY bad lately. Like REALLY bad. This garbage is listed as Classic D&D and 5e compatible. Great, that means, in my head, it’s …classic D&D and has some 5e conversions. Of course not. It’s a 5e adventure. There’s not a hint of classic D&D in this, from stats to tone to whatever.

Are there EASL issues? Maybe. “The people from the village celebrates the freedom …” That sounds more like a Bryceism of not giving a shit. “If you accept, I will go your group …” Come on now. That’s not EASL, right? That’s just not giving a shit?  

So, you’re in a bar. The bartender tells you that a nearby village is being terrorized by a monster. Do you want to join the bartender, Emi, in hunting it down? Oh good. Ready for the village? “A village with houses by the river, appearing abandoned, tied boats, and some people fishing nearby. Only women and the elderly remain; no men are present.” That’s the village. Don’t worry, nothing happens in the village. There IS no attack on Fishermans VIllage. Instead, your helpful bartender uses her tracking abilities and leads the way through the woods. There’s a cavern entrance. Somewhere. I don’t think it’s marked on the map. The level one caverns map, that is. 

The first level has nine rooms. There is no description. None. Zero. It’s just a fucking map. You know how I’m sometimes like “it would be nice to have monsters on the map so I know who can react to noise nearby”? Well, someone listened. But, perhaps, also, I need to say “Rooms should have descriptions.” There’s nothing here. I’m not making this up. Some rooms have a centipede icon on them that, I guess, means there’s a centipede in the room. I think there’s a chest in one room? I can’t exactly make it out on the map. But, also, there’s a second level to the dungeon (with one room) and there’s no entrance to the second level?

I have no fucking idea how you can be this lazy. No actual rooms descriptions. No real adventure. Nothing, really. I mean, and to then pad it out to nine pages? I get it, the one page dungeons are a kind of performance art thing, but, also, pushes you to do more with less and hopefully) focus in on what’s important. But this? Nine pages?!

I mean, this has got to be a scam. The final evolution? Can I build a generator to pump one of these out a week for, I don’t know, 5e, Shadowdark, Pathfinder? How much can I make in a month with morons buying it for the popular systems? This is a scam; it has to be, right? I mean, no one, ever, would think this is an actual adventure? No one would, on purpose, write something like this and publish it? 

This is $1 at DriveThru. The preview is three pages. Enjoy that preview.

https://www.drivethrurpg.com/en/product/530839/the-attack-on-fishermen-s-village?1892600

Posted in Reviews, The Worst EVAR? | 10 Comments

The Swallowed Saint

By Drew Williamson
Manu Forti Games
OSR
Levels 3-5

When a priest goes missing, the search leads player characters deep into the swamp into the drowned ruins of a forgotten temple to Cwrnus.

This twelve page adventure uses four pages to describe ten rooms in an old sunken temple in the swamp. Decent imagery, decent formatting, decent interactivity … it’s a decent adventure 🙂 But, seriously, an adventure that is not going to be the cornerstone of a game but can serve well as a side-trek or add-on adventure to whats going on in your game. That’s the kind of journeyman effort that I wish we saw more of, a niche that has thousands and thousands of entires and painfully few that do it well.

Let’s get this out of the way immediately: that fucking font man! God dammit! Who told people that using an “interesting” font was a good idea? In this case it’s legible, but its also pushing up against the cognitive burden threshold. I can’t fight the text at the table in order to read it. That should be basic. I understand there’s a spectrum here, but designers need to be err’ing well on the side of easy to read. Your fucking font adds nothing to the fucking vibe. 

Other than that though, I don’t have a lot to bitch about.

Hooks are hooks. One stands out “muck covered dog, pulling on edges of cloaks, whimpering, following the party, urging them back to where he was separated from his master.” Not following up leads to the second hook, where the local clergy, having seen the dog return, put out feelers for murder hobos to go save their vicar, the dogs master. Nice way to circle the hook back around to a more traditional one.

Formatting is OSE style, which you are gonna love or hate. It’s done pretty well here, with a decent understanding of what should be bolding and what words to follow up with. So Stone Blocks (walls, ceiling 8’, floor) Wet (slick with algae) Bas-relief (ivy-wreathed face on west wall above wood chest) if about how I would say something like “Large stone blocks, wet with algae make up the room with a stone face wreathed in ivy on the west wall. There’s a chest underneath it.” Meh. I like it. It’s the difference between a good implementation of the OSE descriptive style ad a bad one. This designer generally gets it right, working the descriptions in such a way, as I noted in my expansion, that the OSE keywords act as a shorthand for the DM to expand upon, something the DM is going to do anyway. Done well the OSE style is fine. But, you have to know what you’re doing and this designer does. 

What does stand out to me is the design. Placing a pendant found in one location in a sarcophagus indent allows you to rotate it 180 degrees, causing the bottom of it to fall out, revealing a flooded passage below. An eerie yellow-green glow comes up from it. Inside is fully submerged (10’ ceiling, 9’ standing water) a kind of hallway, marsh lights floating on top, and, around a corner a burial urn. FULL OF FUCKING L000000t! That’s the way you put in a major treasure. A couple of steps but nothing absurd, a false tomb, some danger, some eerie. I’m down. It’s a major treasure. It’s not out in the open, you have to jump through a couple of hoops and be observant. It’s eerie, there’s an environmental factor. Nothing is really telegraphed through murals or journals. It’s got some terrain depth to it, under the normal dungeon area.  In another area a rotting drain cover can break which might end up sucking you down it, getting pulled underwater by the natural vacuum. And we’ve got egg covered corpses, ready to burst, and font and alters ready to be reconsecrated and/or be activated. It’s really some decent amount of things to be fucked with and they fit in naturally and are not forced. It’s good job. 

I’m back to bitching a bit. The egg corpses thing. That, and some burned skeletons on the walls. Both are clearly elements of horror. Yet the theming of these and horror elements don’t come through very strongly. I think you can see where the designer wants to go with them, but they just are not supported enough, through the text, to really bring them out to the forefront. They feel more like window dressing. 

This is a small twelve page adventure with about ten rooms. It’s not flashy, but hits its marks pretty solidly. I wish there was just a bit more in the way of the burned bodies/eggs, but, also, it’s got some nice notes on consequences after the adventure. Maybe not full on Broodmother/LotFP, but also non-trivial and shows the consequences of the parties actions. Solid adventure for a random hex. 

This is $3 at DriveThru. There is no preview. I has sad face.

https://www.drivethrurpg.com/en/product/531004/the-swallowed-saint?1892600

Posted in No Regerts, Reviews | 9 Comments