it's been some time and let's just say it wasn't pleasant on my end. To take my mind off things, let's chek out
Puncture the Blackened Vein
This
adventure is a whopping 71 pages long, 1 page front cover, 1 page blank inside
the front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page
advertisement, 1 page back cover, leaving 64 pages for the fourth installment
of the Road to Revolution campaign arc.
This being
an adventure review, the following contains massive SPOILERS.
Potential players
might want to jump to the conclusion.
Still here?
....
Seriously,
you don't want to SPOIL this one.
...
All right!
How does one Top the potentially furious finale of a Dock Ward set ablaze? And
how does one do it with the blandest (at least in my opinion) ward of the Great
City? A Kortezian Clan, Gimbros, sees the Great City as the promised land of
their patron deity W'Jur and a female scion of said clan has lately made the
acquaintance of Azindralean loyalists and over them, started manipulating a
helmate of Adhelmus Oxda called Bizby Eialla, servant to the patron god of the
oppressors to take the fall for the things to come...
Be it via
the broadsides or one of their various employers from earlier installments of
RtR, the PCs are pointed towards Erromin's (also known as The Crusader's Inn,
including a detailed map) where the adventure might kick off with a brawl -
hopefully the PCs are smart enough to talk the crowd down and gain their trust.
After some good brawling and/or investigating, the PCs are pointed towards the
Holy Smokes, a hookah-café that doubles as the favorite hangout for the scions
of Clan Gimbros, a rather powerful group of adventurers (including a
flesh-golem disguised as another one of the crew who is not only smarter and
deadlier, but has a literal heart of gold) called Brandy-Foxes. The group of
Gimbros is led by Larina Beltimont-Gimbros and after an immaculate conversation
of misinformation she send the PCs off to the warehouse where the masques for
Adhelmus Oxda's impending, solemn Masque are
kept.
The
two-story warehouse gets very detailed maps featuring huge chains to pull up
papier-mâché floats and even cut out versions of the chains for use as
impromptu, slow, but deadly weapons. Why would the PCs do that? Well, their
breaking into the ware-house is a set-up and legendary enforcer of Adhelmus
Oxda, Bonnabel Treach attacks with his hypnosimians, mistaking them for
accomplices of Bizby. This encounter is simply awesome, evoking not only the
feeling of fighting a smart, well-trained troupe of elite-enforcers in a unique
location, but also offers cool environmental hazards. If they survive,
negotiate, defeat etc. Bonnabel, they'll have some questions and be none the
wiser, returning to the Holy Smokes.
Back at the
Hookah lounge, they'll have to eventually deal with Reth Grimbos, one of the
Brnady Foxes and his animated opium-fumes-spilling Hookahs. Once they defeat
him (and find 2 of the copious handouts provided), they'll have to attend the
great and solemn masque of Adhelmus Oxda to find Bizby.
In a great
piece of meta-humor and twisting of roleplaying clichés, Bizby is clad in a red
herring costume and the encounter that has the PCs trying to spot Bizby at the
masque is complex cool, and comes with a whole page of complications,
culminating in Bizby announcing the advent of Adhelmus Oxda's temple before
using a special kind of dust to escape to the sewers, the PCs hot on his trail.
Following him through the sewers, the PCs might find the entrance to the
legendary Blackened Vein, where the revolutionary, legendary hardy brutes once
held their last stand. There, the PCs might find a prominent general's bunker
(fully mapped), now inhabited by an underearth man and offering a
puzzle-encounter that can be at once considered a nod to e.g. the Fallout
series and rather unique in its set-up.
Finally,
the PCs reach a (once again, fully mapped) limestone cavern, where Bizby tried to use a clockwork
bomb, just to be interrupted by a dread aberration - whether Bizby is killed or
not, has been caught or not - several possible outcomes may come from this.
Bizby has the clockwork detonator to the bomb and cripple, the fleshgolem with
the heart of gold, stand ready to destroy the pillars of the cavern with brute
force, if necessary. Should both fail, the Brandy Foxes launch an all-out
assault, making this one of the several possible conclusions of the adventure.
But why do they want to blow up the cavern? Blowing it up will kill Bizby,
drain the temple ward's Lake Idyll directly into the caverns weeping the PCs
along the blackened Vein into a cavern, where the floating, sub-terranean
temple of W'Jur while putting the blame on the adherents of Adhelmus Oxda.
After
hopefully surviving the flush through the vein and the attacks of the golem,
the PCs are flushed into from a waterfall into a huge cavern that is starting
to fill with sewage, slowly lifting the temple of W'Jur upwards. The ascent is
controlled by 4 huge chains and the PCs, once they have reached the
fully-mapped, floating temple will have a climax of the most epic proportions
on their hands. Not content with discrediting Adhelmus Oxda, the rising temple
features a detonator pole that, during the rise, sets of explosions that will
start to annihilate the respective temples of the temple ward, blowing them up
from below. The PCs will have to try to save the castrati children choir
singing praises to W'Jur while fighting said god's adherents, the Brandy Foxes
under the command of Larina and contend with more complications: Bonnabel
Treach and his allies attack via hypnosimian-dragged rattan baskets. If that
was not enough, a now defunct goddess of slaughter and one of her mad adherents
have infiltrated the W'Jur-priests, thus a huge, deadly Zaelamental rises from
the sewage and sluge, as the buried power of this goddess is once again
unleashed. Have I mentioned the potential for single chains slacking and
tilting the temple? If this finale seems awesome, but daunting to run, fret
not, for a several pages are provided for you to make running this mega-battle
actually EASY and manageable with minimum preparation. I managed to run a
flawless finale with just 2 read-throughs of the whole adventure. Depending on
the finale, the temple may rise or not,
get jammed in the shaft, the PCs might be wanted fugitives or not and the
temple ward might lie in shambles, piety and trust in the gods broken beyond
repair. W'Jur may have ascended to the rank of a greater deity due to being the
one to emerge from the destruction and lastly, the mistress of slaughter might
be on the rise again...
The pdf
closes with new stats for monsters, to be more precise, the Hypnosimians (CR
2), the Underearth Man (CR 10) and the Zaelamental (CR 13).
Conclusion:
Editing and
formatting are very good, while there are some glitches, they didn't not impede
my ability to run the adventure and stay out of the crunch-information. Layout
adheres to the classic b/w-two-column standard and the original pieces of
B/w-artworks rock. The pdf comes with extensive bookmarks and the handouts are
available in b/w and full color and amount to a whopping 7 pages. The
cartography, as we've come to expect from 0onegames, is top-notch. Let me come
out and say it: As far as investigations go, this adventure is simple,
especially when compared with other installments of the Road to Revolution.
However, that's the point! This whole adventure is a tour-de-force, a
rollercoaster-ride of awesome encounters brimming with iconicity and
excitement, offering a neck-breaking pace of extremely smart battles,
environments and ideas. The plot to be uncovered is complex and megalomaniacal,
but its execution is smart and makes it potentially work.
The
opposition is no bunch of cackling fools and makes use of their powerful spells
and abilities in the smartest way conceivable. While the basic narrative
structure of the adventure remains linear, its plethora of fail-safes by the
foes, alternate strategies and wide array of potential climaxes and aftermaths
ensure that the DM does not have to railroad his players. Then there's the
finale. I've rarely, if ever, read or DMed such an AWESOME climax. Epic in
location, fighting, strategies, the finale puts almost all movies I've seen to
shame. Lou Agresta and Rone Barton have created an adventure that is distinctly
different from their last contribution to the Road to Revolution arc and while
I adore the former, this adventure is completely different in tone, pacing and
design, being very easily transplanted to any other big city with ethnic
tensions and some temples. The stellar quality of the Road to Revolution arc
manages to keep its lofty perch, resulting in another adventure that would
deserve 6 Rudii, could I rate it that high. My final verdict thus will be 5
Rudii and the Endzeitgeist seal of approval.
All right, that's it for now, see you next time and hopefully sooner!
As always, thank you for reading my ramblings,
Endzeitgeist out.
All right, that's it for now, see you next time and hopefully sooner!
As always, thank you for reading my ramblings,
Endzeitgeist out.