
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.]

[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]

[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.]


[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?]

[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.]




[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