This module
clocks in at 90 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page
SRD, leaving us with 86 pages of content, so let's take a look!
Now the
first thing, before anything else, you should know that this literally is the
only book you need to run the module - no switching to thousands of different
books, not a full bag of supplemental material - this module provides more
supplemental material than you can shake a stick at: First, we get all spells
used in the book; then, there would be the rules-reference section, which
includes all those handy special
abilities, from ability drain to breath weapons, handily explained for your
convenience. The same goes for magical items, btw. And yes, there even is a
nice array of animal tricks explained for your convenience, rendering this
module exceedingly comfortable to run. Beyond even that, though, we get
something you can use even when not running the module - the bestiary-section
does provide ample Knowledge DC-checks to deduce information on the respective
creatures featured in the module. Oh, and the module does sport all artwork
handily collated at the back of the book in the form of a collated appendix,
allowing you to print it out as a kind of look-see-artwork-booklet.
Think that
takes up too much space? Let me assure you, it doesn't - the module, even after
that, clocks in at a massive 52 pages - there is *A LOT* of content to be
covered. It should also be noted that this module, like all 4$D-modules, does
provide handy lists of CR, adversary, XP and treasure for each relevant
encounter, including options for extra treasure, depending on your playstyle
(and extra PCs - up to +2 PCs are thus supported without you having to do
ANYTHING). You should also be aware of the vast amounts of maps - while not
necessarily beauties, I've seen worse and EVERY relevant location is covered -
the sheer amount of maps provided deserves applause, especially since they also
come with high-res jpegs and player-friendly iterations.
It should
also be noted that the unique town herein does sport an extra mini-gazetteer
for the players and that a clue-flow-chart helps running the module.
So far for
the formal criteria, now let's take a look at the module itself, shall we?
Now before
we dive in, this is the SPOILER-WARNING. Potential players should immediately
jump to the conclusion. Seriously, you will be so sorry if you spoil this one
for yourself.
...
..
.
All right,
so this module begins common enough - a drunk father and ratcatcher, bereft of
his daughters (who have chosen the adventurer-lifestyle) have recently taken
off and the grief-stricken father immediately tries to pick a fight with the
PCs. However that works, in the end, the PCs will have been tasked by the man
to track down his daughters and ensure their safety - and the trail leads into
the aptly-named twisted moorland. Now if you have played the supreme
"Journey to Cathreay", you'll immediately realize the sheer massive
amount of detail you can expect from 4$D wilderness trips - and this module
does feature just that - random weather-tables (with all relevant rules),
random encounter chances by time - the level of detail is staggering and from
lone guest-houses to the farm where the two adventurers hang out (sans the
daughters, mind you, and very much hostile...), the level of detail provided is
interesting indeed - take e.g. a druidic stone circle, where the devout PC may
acquire a temporary elemental servant - not required by the story in any way,
but it does add the sense of cohesiveness and realism to the magical world
depicted herein.
Now whether
on friendly or hostile terms with aforementioned adventurers, the PCs sooner of
later will make the acquaintance of a dryad of a forest most dilapidated and
desolate, who ahs struck a deal to ensure her survival - and in case you
haven't noticed, yes, there is a subtle theme at work here, but more on that
later. Her combat tactics come with a level of detail scarcely seen and from
TPKing to less lethal failure scenarios and the like, the encounter with the
pragmatic, corrupt dryad offers quite an array of different options. Now,
alternatively, the PCs may have found among the adventurer's belongings a call
for help in clearing out an evil temple or have been bluffed by them - in
either way, the temple is just another elaborate anti-adventurer trap, much
like the dryad's gambit. If this does not look to exciting so far, rest assured
that the way in which this is handled is superb - and the level of detail
provided here is staggering as well - take a skeleton with a foreign
pterodactyl bone rattling in its rip cage - and yes, this is a curious and
intriguing foreshadowing of the things to come.
Either way,
the investigation sooner or later will bring the PCs to the aptly-named town of
Twisted Bridge, where a special kind of evil flourishes. The town is not a poor
place; in fact, it is quite wealthy (and fully statted). However, it is a town
rules by egotism and passivity- we have
a macabre blending of gillmen working menial labor and a kind of aristocratic
upper class, sneering at the irrelevant, marginalized people that do not belong
to the illustrious crowd of the village's people - here, everyone is in only
for themselves and their immediate friends and family. Mind you, this is not a
depiction of a town that is suppressed or "kill 'em all"-vile - it
can be considered almost a subtle satire of a mentality that is all too real in
our very world. Sounds too dreary? Players not into subtle, unobtrusive social
commentary? No problem, just spring on them the top-hat wearing deinonychus
currently running a errand for his master and they'll be right back in the
fold. And yes, this is one of the colorful sight &sound-style random
encounters form the table. On a mechanical level, the mentality that considers
"evil" behavior a matter of discussion and the townsfolk's fun when
looking at paladins whirling from all the evil they can detect is not only
rationale and concise, it makes surprising sense and adds a whole new spin on
the black-white-morality conundrums.
Twisted
bridge itself is not only mapped, but also sports what essentially amounts to a
lavishly-detailed gazetteer-section that had me reminisce about the weird
cities in 3.X's Scarred Lands, though, obviously, in less depth, Twisted Bridge
definitely can be considered a town so unique and dripping with flavor and
tangible magic, it exudes an allure that is difficult to describe - from undine
sorcerors to lizardmen, from chocolatiers to female-only hair-saloons (aptly
and humorously named "Rapunzel"), twisted bridge equally breathes a
sense of decadence and wonder, of despicable passivity and carelessness and
intoxicating wonders - and allows one to easily see how one can be sucked into
the moral choices such a lifestyle may engender. The massive
investigation-potential and related clues definitely allow for one glorious
free-form investigation, set against one of the most compelling backdrops I've
seen in quite a while.
The trail
of the girl's horses, though, can sooner or later be tracked to a farm - where
matrons grow narcotics to allow the people in town to sedate their children,
should they act up - have I mentioned, that, much like many a good fantasy or
scifi novel, this module can be enjoyed on a consumerist perspective and still
has some serious social commentary going for, should you be so inclined as to
delve into it, all without shoving an ideology down your throat? Among the
narcotics-inducing plants, though, jack-o-lanterns loom, including a moderately
intelligent one, with whom the PCs can talk, alternating quickly between
settings of potentially psychedelic horror and abject comedy - oh and then
there is a level of detail that borders on the ridiculous, the ridiculously
awesome, that is - the fields actually note which plants are grown where: From
chai to chilies, the handout provides the detailed notes on this. Yes. *That*
is a realism that can only be described as staggering -and whether you use it or not, it does add
immensely to the sense of immersion. The trail, then, leads to the cathedral of
bone, the macabre abode of the town's de facto dhampir-ruler and
aforementioned, top-hat wearing dinosaur companion. There *is* a macabre
axe-beak skeleton to be found here, but whether or not hostilities break out
depends very much on the PC's actions - and yes, the reason *why* a friggin'
axe-beak skeleton is here, is also given - and the pterodactyl bone mentioned
before may give the PCs away, so let's hope their investigation skills are on
par.
Among the
weird places to be found (potentially via the nasty adventurers), an alchemist
(vivisectionist) and the way golem he created as an automaton to sate the
depraved desires of the townsfolk can also make for interesting encounters, the
latter even for a potential cohort of the oddest kind. Tzitzimitle, the main
antagonist of the module, currently resides in a clock tower most unusual - in
that e.g. it sports a pool that is inhabited by piranha-level voracious,
bad-tempered killer-goldfish. No, I'm not kidding. This is a thing - and it is
glorious. My players actually started laughing as their PCs started to be
chomped by the little buggers. The exploration of the tower, alas, yields no
satisfactory results (apart from further leads and the satisfaction of
destroying clockwork creatures and braving the traps with which the place has
been laden) - and so, a further stop along the way may be the massive
Necropolis of the town, where the bored, amoral gargoyle Gabriel, a picturebook
sociopath, awaits - alongside Enya, one of the kidnapped girls, who is
currently trapped within a mausoleum that is both warded and dangerously
unstable - and hence, rescuing her will prove to be difficult.
Have I
mentioned, that her statements (or the alchemist's investigation) can lead them
to essentially the same goals, namely the sewers, where the whispers of the
dead abound and a worm-that-walks, the gaoler of Enya, provide further evidence
of the horrible things to come: And it is at the very latest here that the
pieces will *click* together - Tzitzimitl, an exceedingly powerful oracle
(level 10) who has gleaned the circumstances of his death, but not the
particulars, has entered an unholy alliance with a powerful wraith named Yetaxa
- with combined efforts, they have not only engineered all those nasty
anti-adventurer traps the PCs had to face; they have also introduced a truly
decadent festival to the town, wherein the living dance with the wraiths under
the control of Yetaxa - at the low price of just one innocent to be wraithified
per festival - and who cares about strangers? Hence, the first of the
daughters, alas has already been transformed by Yetaxa in the general rehearsal
of the last festival -for today, shall
be different. Wraiths cannot endure the sunlight, but a total eclipse renders a
festival today possible - and also the only way in which Tzitzimitl's prophecy
of his own doom could come to pass - hence, he has engineered this rather
elaborate plot to prevent just that.
Alas, the
festival, detailed with a concise timeline and hearkening to a carnival,
through a glass darkly, proceeds - and provides the PCs with an option to save
Enya - provided they have been smart enough to provide her with an amulet they
can acquire, which renders her impervious to Yetaxa's cruel attempts of
transferring her to undeath - so, in a finale both decadent and epic, the PCs
will have to destroy Yetaxa in the catacombs - success frees the wraith and
spawn from his control, resulting in a massacre and the prophesized death of
Yetaxa, while also putting the PCs in dire peril, as they are shepherded into a
dead end by now free, vast amounts of undead - only to be saved alongside Enya
by the rays of the sun emerging from beyond the eclipse - and yes, if played
right, this *is* one hell of a finale that also sees a town made uninhabitable
by the undead - as well as killing the powerful Tzitzimitl and setting him up
for potential sequels as a new undead threat to face!
Conclusion:
Editing and
formatting are very good, though I noticed a couple of minor typos -
"intimation" instead of "intimidation" can be found once,
as can be "wont" instead of "won't." The language-geek in
me also cringed whenever I read "coup-de-gras" instead of
"coup-de-grâce" - that has nothing to do with fat, greasy or the
like, but refers to the deathblow. Layout adheres to 4$D's printer-friendly
two-column standard and the pdf comes fully bookmarked for your convenience.
The pdf comes in two versions, one for the US-paper-format, one in A4 for
Europeans like yours truly - love that! The artwork provided is copious and I
have seen none of the neat, old-school B/w-art before - really nice! The cover,
as always, is also breathing the spirit of old-school awesomeness. The
cartography is functional, as are the handouts, and make up for not being the
most beautiful being provided for just about EVERYTHING.
Okay, let
me get one thing out of the way - my complaint about the typos above? That is
the only negative thing I can say about this module. At this point, all of the
following things are a given: 1) Whenever Richard Develyn releases a module, my
players want to play it asap, even if it means putting the main-campaign on
hold. 2) I actually go to these modules when I require a break from reviewing;
when I'm frustrated and need a reminder of why I actually do it. 3) Every
module has a radically different style.
All of
these hold true with Dance Macabre - even though formally, like the Key to
Marina, it can be considered an investigation module. Alas, the way in which it
works is pretty much radically different - less of a scavenger hunt, more of a
detective tale, it reminded me in the best of ways of the first Gabriel Knight
game in the atmosphere it evokes - what we have here can be called a blending
of far-out fantasy with the underrepresented panache of proper, fantastic
Southern Gothic. From the themes provided to the imagery evoked, the glorious
sense of decadence oozes from each and every pore of the module - you can play
this as pure entertainment...or emphasize the striking themes it evokes: If you
want it to, this module can serve as a social commentary and a rallying cry
against indifference and cold-heartedness.
The absurd
amount of details provided help running the module immensely, and so does the
flow-chart, though novice DMs still should read the whole module before trying
to run it - this one is very much free-form in its flow. The true genius here,
at least in my onion, would be the blending of the horrific and the absurd, of
horror and comedy - and the optional nature of either. A competent DM can
easily ramp up the comedy factor and make this module genuinely funny. Or
utterly horrific. I ran this module twice prior to writing this review; the
first time emphasizing a Ravenloftesque sense of horror for my mature players -
and it worked perfectly. The second time around, I mastered this with a mixed
group that contained some kids - and emphasized the fun and odd parts. Yes,
there are some dark elements here, but nothing kids (talking about the 8 - 12-range)
can't handle - make e.g. the courtesan a menial laborer à la Cinderella and we
maintain the message, but make the theme child-friendly - cosmetic reskin and
that's it. One of them surprised me when she mentioned that she had understood
that fear of death can lead one to horrible choices, that one should instead do
good and that the town exhibited traits of our own society - and that payback
for such a behavior might come in some guise or another. Subtle themes, clearly
understood - yes, this can actually be played as a morality play with some
educational value.
Southern
Gothic horror, absurd, but still exciting comedy or a means of teaching about
the world - the module provides a lot of playstyles - and it ran completely
differently both times I ran it, so it has replay value to boot! I *ADORE* this
module. It is unique in every sense of the word and sports yet another facet of
Richard's capacity that sets him apart as one of the few authors who push the
boundaries and raise the level in the art of adventure writing. And yes, this
module, in my opinion, can be called art...or proper literature. It is
excellent and while the odd typo here and there may be slightly annoying; it is
mainly due to the exceedingly high level of quality of the whole book this
catches one's eye. Still, I implore you to get this awesome piece of
adventure-writing. It is unique in all the right ways and acts as one glorious
example of what adventures could be beyond rolling dice and slaying monsters.
Highly modular, versatile and with replay-vale, oozing with details, this
module once again receives my highest honors - 5 stars + seal of approval and
since this was released in 2014, candidate for my Top ten of 2014-status.
Do NOT let
this one slip by!
You can get this awesome module for just 4 bucks here on OBS and here on d20pfsrd.com's shop!
Endzeitgeist
out.
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