Nightmares on Parade
This
module clocks in at 35 pages, 1 page front cover, 1 page inside of
front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page back
cover, leaving us with 30 pages of content, so let's take a look!
This
review was moved up in my review-queue as a prioritized review at the
request of my patreons....ah, who am I kidding? After the absolutely
super Pixies on Parade, I would have covered this as fast as possible
even without that.
Speaking of which - I strongly suggest playing Pixies on Parade
before this one. While it can stand alone easily, I do believe that it
has an added sense of gravitas when played as a kind of sequel - the pdf
makes use of the concept of imagination magic and the inclusion of the
dream-subtype should make pretty clear that yes, this will have an
excellent reason for championing a thus more mutable reality.
...and
this is as far as I can go without SPOILING anything. Potential players
SHOULD jump to the conclusion. This also includes some SPOILERS for
Pixies, so please don't read on if you want to play them. They're worth
it.
...
..
.
In pixies on
parade, the PCs have managed to save Edwin from the clutches and malign
influence exerted over him by the Nightmare King. He may not be escaping
anytime soon...but he does not sit idly by, instead using his
considerable power to draw the picturesque village of Glavost
right into his nightmare realm! Uniquely empowered by their experiences
in Pixies on Parade, the PCs thus receive the ability to manipulate
reality - wishing for a unicorn,. for example, may actually manifest one
- though the created dreams generated do not feature the abilities of
the things they're modeled after, instead employing the lesser dream
creature's statblock. Indeed, the somewhat parasitic/dependent nature of
these dreams allows people tied to them to shape them.
Anyways,
the module begins with an ominous darkening sky, a quake and mists
drawing in - if your PCs have gone through the gauntlet of Ravenloft at
one point, that alone will make them paranoid as all hell.
Aforementioned dreams seek out the PCs and bond with them. As the PCs
walk outside, they will notice Belle Leaflower walking the streets,
unable o communicate or, well, perceive anybody - creative problem
solution is the name of the game, as her anxieties manifest themselves
and thus influence the next encounter, namely saving the ancient Elas
Leaflower, who is obsessively trying to read as many books as possible
at once, fearing that he is running out of time - and if the long beard
and constantly multiplying books are any indicator, he'd be right. The
PCs will have to contend with falling bookshelves, book swarms and find a
way to convince Elas that his quest his futile, his books, as they are
wont in dreams, gibberish.
This would be a kind of
leitmotif to be found here - the Nightmare King has provided some
delightfully twisted (and goofy) nightmares for the folks of Glavost:
Dwarven chef Rus Ulden is hunted by jello-oozing killer cupcakes. And
yes, you can actually eat these...which makes for a cool prop when
fighting them...just as a note... Beyond these detailed encounters,
however, there are also more simple, optional ones provided for your
convenience: The more invested the PCs are in Glavost, the better. The
fight for the minds and imagination of Glavost takes the PCs,
ultimately, to the major's house, where a semi-solid sheathe of darkness
covers everything and Edwin needs to be saved from what seems to be the
nightmare king...though it is, in fact, "only" the most powerful dream
plaguing Glavost. Having defeated this threat, the PCs now will have the
proper power of a town's imagination backing them up, namely in the
ability to duplicate mirage arcana as an SP...
But
the Nightmare King is not just going to throw in the towel because he's
been foiled here - instead, he figures he might as well go big or go
home...and sends a friggin' army in the direction of the PCs. And this
is where the plot thickens and parents and adults alike should take a
good, long look: The kids of Glavost, while considered to be "heroes",
were basically treated with condescension by the adults; as kids all
across the globe are wont to be; one crucial and important lesson anyone
can draw from this book and project to the real world is that kids
deserve respect. In real life, kids may not create phantom armies...but
that doesn't mean that they can't save the lives of others, that they
may not be the triumphant factor in the battle for the hearts and minds
of the adults around them. Just something to figure - kids are not
property, they are people we accompany for some time along the way, that
we try to help prosper and hopefully leave the world a better place for
them...but I digress.
The PCs have saved the adults
and so, they may shore up the defenses and use their imagination to save
the town with offenses and defenses created. There may a saboteur in
their midst - the teenage night hag Isabeth, who proceeds to trap the
PCs and request them doing horrible, annoying chores - but they will
have to do them, if they are to escape...and there's a way to befriend
Isabeth in the process...which may well be used as a means to teach kids
to deal with folks in puberty...but that just as an aside.
The
module continues to "teach", if you will, life lessons while being
played - there is a detention scenario next, where the PCs are targeted
by suggestions and the gremlins running the show try to get them to
acknowledge that they should not be brave etc. - the idea here is
simple, yet brilliant: It is mathematically unlikely that all PCs fail
the save (though such a scenario is accounted for as well), and thus,
the PCs will have the chance to rebuttal the theses thrown at them, with
grudging acknowledgement from the gremlins....but, of course, the more
PCs fail, the more will they be forced to reply as per the wishes of the
"teacher". This is something that the current generations definitely
should take to heart: My experience with the younger kids is that, more
often than not, they are taught to cave to peer pressure, to maintain a
"pleasant" environment with their comrades, even if goes against their
beliefs and convictions - when I compare my cousin's school experience
to mine, for example, we have been horribly rowdies and rebels who stood
up for what we believed in. I think that kids should be taught, as soon
as possible, that their convictions have value and that the majority is
not always right. This encounter does just that, without jamming its
message down one's throat. It's also creative, so yeah - amazing!
Next
up would be yet another interesting one - a satyr skald offers the PCs a
fair deal: He was tasked to delay them, but finds this strategy
distasteful and thus offers to fill the PCs in one the background story
of the Nightmare King, which is provided in lavish detail - it is here
that the old truism of knowledge equaling power may be taught...and the
respectful demeanor and no-strings, straightforward and respectful
attitude of the satyr progresses the thematic sequence of being show
proper respect for one's achievements...and once the PCs have heard the
story (or left or their own free will), it will be time for the army of
Glavost's dreams to duke it out with the servants of the Nightmare King!
Here, things become once again amazing, as, while the module recommends
a descriptive and flavor-centric take on the battle of the armies,
groups that enjoy rules-intense scenarios can employ the mass combat
rules! Yup, army stats provided. I intentionally did not write "kids
will use descriptive, adults the rules", mind you - I certainly know
enough young ones that are REALLY into the nit and grit of rules! The
amazing thing here is that the PCs may use their imagination to greatly
influence the way the battle works: Mass imagination magic, flexible
benefits - if properly employed, this is frickin' amazing indeed!
Speaking
of the theme of respect - as the nightmare armies crumble, Behast, the
Nightmare King waltzes to the PCs and actually offers an imagination
duel; a scenario wherein he creates obstacles with his power for the PCs
to overcome...and usually a respectful way of solving conflict sans
violence amidst otherwise immortal beings. Having even the BBEG actually
treat the PCs with respect is a truly amazing progression of the themes
employed in this book. Speaking of amazing: The PC's actions throughout
the module have direct consequences here - Behast may not enter the
fray directly, but his champion has several abilities, each of which is
tied to one specific type of action the PCs may have done...the better
they treated their fellows, the more they helped them, the bigger are
their chances against Behast's champion! Know, how in those cool 80s/90s
kid's movies at one point, the kids would combine their powers, reap
the benefits of the good deeds they have sown previously? It may be a
bit cheesy, but it always put a good kind of shiver down my spine.
Oh,
and don't tell anyone, since the Cs have to find out the hard way...but
don't worry about player frustration in this book - a sidebar's got you
covered.
Conclusion:
Editing
and formatting are very good - with the exception of one purely cosmetic
formatting hiccup (an ability indented one step too much), the book is
pretty flawless. Layout adheres to a beautiful two-column full-color
standard with a turquoise background. This may not make t too
printer-friendly, but I'd suggest getting this in print anyway. The
artwork adheres to Jacob Blackmon's style and is nice and internally
consistent. The pdf comes fully bookmarked for your convenience. Apart
from a darker map of Glavost, the pdf lacks precise maps, but
considering the morphic theme and the set-up of every encounter, it does
not need them; I was a bit skeptical regarding this component, but
actual playtest did affirm that the module works smoothly.
Stephen
Rowe has been a kind of anomaly among RPG-designers in that he's
equally at home in the writing of crunch and fluff. Additionally, his
modules so far have not failed to impress me, with both Pixies on Parade
or Directive Infinity X being examples of excellence.
Nightmares
on Parade is a whole different level. Let me elaborate a bit:
Playground Adventures generally provides modules that can help educate
kids, teach concepts and knowledge in a manner that is not obtrusive.
Pixies on Parade was a pretty much perfect homage to 80s' kid's movies -
you know, when we still treated kids as proper beings, not as
second-class citizens to be sheltered to the point of generating
narcissists, to the point where they're not ready facing a reality that
does not cuddle them all the way. Pixies was brilliant in that it
provided a scenario that dipped into creepy themes, but at the same time
maintained a child-friendly levity in theme and execution. Oh, and in
the hands of an even remotely capable GM, you could run it as a
balls-to-the-wall horror/dark fantasy module. Think of a certain Goblin
King's labyrinth, think of the last member of an equine, horned species
and you'll see what I mean: Watching these movies as a child delighted
me; watching them as an adult provided a wholly different context for
both. Pixies did that and did it perfectly. Age-wise, all but the most
sensitive of kids should be good with it and I ran it for a
then-4-year-old sans issues. The target demographic, though, should be
about ages 6+, for really, really sensitive kids probably 8+. It always
depends on the kid in question.
"Nightmares on Parade"
is the successor in that theme in more ways than one, maintaining the
leitmotifs...but also presenting a dimension that far exceeds what
regular modules offer, what you can witness in any of its predecessors.
What do I mean by this? I have to wax poetically a bit here: The German
concept of "Bildung" denotes the collective process of education and
personality-formation, including a development of one's own personal
ideology, convictions, etc. - the very word generates an association
with building one's self as an eternal process, of describing the
totality of construction work of your own personality and accumulated
knowledge in all fields of life. There is exactly one other module,
Richard Develyn's brilliant "Seven Sinful Tales" (That one's review is here!),
which has ever made me employ this word in the context of adventures
you can run. You see, the structure of this adventure teaches not
precise information in a traditional sense; it goes beyond that. By
virtue of its meticulously structured encounters and their diverse
themes, it imparts genuine Wisdom upon the players, life lessons if you
will. The module shows, rather than tells, what happens if you let fears
(like not having enough time) define you; what happens if you're
consumed by work (with a kid-friendly, literal analogue); to stand up
for your convictions and what's right in the face of authorities and
peer-pressure...and to never underestimate the power of imagination that
so many adults have lost. (Though roleplayers tend to be safer
there...)
There is not a single encounter in this
module that does not provide, in unobtrusive subtext, a truly valuable,
morally and ethically valuable lesson. And this does not only extend to
kids: Parents running this module for their kids should carefully read
this module and analyze it, for the aforementioned leitmotif of
respecting your child, the importance of that aspect for the development
of adults and the way in which this module treats kids can, in my most
deeply-held convictions, potentially improve the horizon of parents
alike. The theme of respect that ultimately is awarded to the PCs and
their players by the BBEG culminates in a glorious experience that may
well, in some cases, end night troubles...after all, the nightmare king
has conceded defeat. But that as just an aside.
Beyond
these psychologically relevant aspects and the wonderful, respectful way
this book treats its audience, regardless of age, one should not be
remiss to emphasize the downright amazing use of imagination magic
throughout the book and the fact that, beyond the glorious lessons
imparted herein, it ALSO is a truly amazing module. Whether or not you
go mass combat, whether or not you play this as horror (Concerned
parents, rest assured that this module, as written, is as wholesome as
it gets...but any only semi-decent GM can make this very dark very
easily and basically transform it on the fly into a horror-module just
by adding non-kid-friendly dressing!) for adults, as a kid-friendly
adventure as written, as emphasizing the crunchy aspects or
de-emphasizing them via Imagination Magic, you retain maximum
flexibility in the module. I've run this twice and both times in
radically different manners - and in both cases, the structure held up:
The kid-friendly run worked as amazing as expected, replacing Pixies as
their favorite module. The experience of running this as an adult module
with my own trademark tweaks went over just as well.
Ultimately,
"Nightmares of Parade" may be a glorious module on its own...but its
value lies beyond that. It is a module that not only dares to teach in a
didactically unobtrusive manner, it is one tailor made, carefully and
in a truly intelligent way, to leave particularly kids and parents as
better persons for having played it. If you think I'm overanalyzing
this, btw., then I'd point you straight towards the fact that this
obviously is intended to achieve said stated goal; each and every facet
of the module is devoted towards cultivating a respectful and benevolent
development, a component of "Bildung" not only between the players, but
also in their interaction with others and amongst themselves. It
teaches spine and courage in the face of adversity and the value of
behaving in an upstanding, honorable manner while still being kids. In
short: Nightmares on parade is a masterpiece not only on a formal level,
but also is one of the scant few modules that dares to try to leave its
audience better off for having played it; it is one of the very few
incarnations of our favorite medium that tries to do more than entertain
without losing sight of entertainment being the primary purpose.
Stephen Rowe has surpassed himself with this module and catapulted
himself into a level of adventure-writing excellence that is rarefied
indeed, that is a very small class of its own.
With all
my heart, I encourage you to get Pixies and this, the sequel. We need
authors that dare to do more than just entertain (though it certainly
does excel here as well!); it is my firm conviction that roleplaying
games already are a great way of helping people, regardless of age,
connect, develop and improve in numerous aspects of life. This, however,
takes everything one step further - it can actually be seen as a module
that could be canon as something that truly benefits everyone involved,
that helps form personalities and strengthen positive character traits.
This is Bildung given the form of an exceedingly fun and modular
adventure. This humble masterpiece is worth 5 stars + seal of approval
and, unsurprisingly, a candidate for my Top Ten of 2016. If you share my
firm belief that roleplaying games can make us all better people...then
take a look. This module, frankly, is art in the most unpretentious
manner you can define it; it leaves you better for having witnessed it.
You can (and should) get this amazing module here on OBS ASAP as pdf, and again in print once that becomes available - we need modules like this one!
Missed Pixies on Parade? You can get that here on OBS!
The picturesque town of Glavost can be found here on OBS!
Endzeitgeist out.
11.18.2016
9.16.2016
Darkwood Adventure Arc #2 - The Tormented and the Twisted
Darkwood Adventure Arc #2 - The Tormented and the Twisted
The massive
second installment of the Darkwood Adventure Arc clocks in at 128 pages, 1 page
front cover, 2 pages of editorial, 1 page ToC, 1 page SRD, 1 page back cover,
leaving us with 122 (!!!) pages of content, so let's take a look!
All right,
so in case you haven't read my reviews of the first full module and excursion,
please wait a second and even if you don't want to play a full sequence of
modules, please continue reading, all right?
So, what
makes these modules unique? Number one would be aesthetics: A central draw of
these modules lies in the aesthetic and the truly fresh feeling that is based
on taking aesthetics and tropes of classic Wild West, blending them with a
healthy dose of weird fantasy and applying them to a fantasy scenario. Basically,
this feels like a medieval Wild West that never was, suffused with a healthy
dose of new school game design of the best kind. The mutating, complex disease
first introduced in the first Darkwood installment can be found among the
supplemental materials; the new magic items sports several full color artworks
to represent them. The pdf features new alchemical creations, a stone-forming
cleric archetype, a new witch patron with hexes, new spells, two new religions
(one of which is all about technology as the thing to worship, basically
representing transhumanism blended with magic and the ideology of
enlightenment) as well as an update of the town Darkwood, including a bulletin
board for the local tavern of sorts, where, rendered in full color, you can
read about the prices and local policies. The pdf also has mechanics for
intoxication, no less than 3 insanities and a fully rendered gazetteer on the
ahsen'i, the local Native American-like ethnicity. We even get a char-sheet!
So yes,
regarding bonus material, this leaves nothing to be desired...but you're not
here for that, right? You want to know about the module?
Well, I shall oblige,
but in order to properly discuss this, we need to go into SPOILERS. Potential
players should jump ahead to the conclusion. Trust me, you do NOT want to SPOIL
this one.
...
..
.
Still here?
All right! In the aftermath of the unpleasant attack on the locals in the last
installment and extensive establishing shots regarding the unique nature and
feeling of the setting, we begin with one of several fully rendered
introductions. And I mean "fully" - with read-aloud text. Why is this
relevant? The saga emulates coalition allegiances with an optional, rather
rewarding allegiances system and each of the factions so far introduced gets
its own introduction, establishing firmly the respective tropes and methodology
of the groups...and boyo, does it do a good job here. While I could talk about
magic keelhauling, strange séances and less weird practices for this section,
ultimately I couldn't be able to properly capture the sense of immersion this
book's prose manages to capture. Have I
btw. mentioned that, in said séance, the smoke forming a message has actually
been reproduced as artwork, doubling as a handout? Oh yes, this is the level of
care we're dealing with here!
There
seems, in any ways, to be some sort of connection between the tainted,
aggressive trolls that attacked the town and a mysterious elven explorer called
Geneal -and each faction has a very good reason to want to talk to him. Here's
the issue, though: The elf's incarcerated in Fetterstone prison, a veritable
fortress under the command of duergar bondswarden Hafnir Kreigsbyte.
Yes. This
is a prison break/infiltration. The module does take this complex set-up in a
manner that I have frankly seen too rarely, so here is the list.
We have
extensive notes on the information that can be gathered before.
We have
intentionally incomplete, player-friendly maps of the complex.
We actually
get different entry vectors, from full Stealth to various means of
infiltration. We have stuff that Stealth-less characters can do.
We have a
matrix of the key characters among the prison-fortresses guards noting their
loyalty and whether they can be bribed and how much it takes to do so!
The prison
has prepared alert levels with responses !!
We have a
security detail map for the GM, with guards and the routes of the patrols !!!
We actually
also have social dynamics among the populace !!!!
In all my
years of Shadowrun, Night's Black Agents and similar, more stealth-focused
games, I have never seen ANY module do this better. I did not need to do
ANYTHING regarding security details, including magics. The level of detail here
is absolutely immaculate and blasts everything about of the water.
This is truly
glorious...and guess what? It also actually takes the "getting
caught"-angle seriously; there is a second chance for the PCs if they
screw up (or elect to use that entry vector!) - the PCs may actually be
pressganged into a tactical assault upon a caravan with foreign agents in a
fully realized encounter, including tactical map. This is simply going above
and beyond.
Oh, and the
dungeon below the complex is nothing to sneeze at either - with subtle humor
(Mr. Pouncy the cat familiar), glimpses of the horrific, challenging traps,
magical problems, unique critters...oh, and a truly lethal dungeon
self-destruct mechanism that may see the dungeon flood as the PCs are
frantically trying to disable the complex mechanism or run from the collapse,
adding even more action and excitement to this frankly legendary module!
That's not
where the pdf stops, though - the module does have two fully mapped sidetreks -
mini-modules that in no way fall behind in detail or atmosphere behind the main
meat of the module: We have "The Witching of Stump Hall", where
strange occurrences have begun, as fey seemingly invade darkwood and a
mastermind weaves the threads of a plan most grim indeed. In the second
sidetrek, the PCs will have the opportunity to explore a Ahsen'i bonefield and
deal with the deadly challenges lurking there. Yes, mapped as well. And yes,
these "sidetreks" can be used as glorious, convention-style scenarios,
if you're looking for that.
One final
note here - know how the first module introduced written-in background
challenges and character-specific sidequests a GM can utilize - basically, when
used with pregens or modified by the GM, the pdf has character-specific arcs
and quests written as optional components into its very nature, helping the
players get more invested in the narrative.
Conclusion:
Editing and
formatting are top-notch, I noticed no grievous glitches. Layout adheres to a
gorgeous, two-column full-color standard with a ton of original full-color
artwork of excellent quality. The pdf also features a ton of full-color
cartography - with glorious full-color tactical maps, player-handout maps and
nothing to be desired. Glorious. The pdf comes fully bookmarked with detailed,
nested bookmarks and the pdf is layered, allowing full customization of GM
labels. The pdf actually comes with a second pdf optimized for the use with
mobile devices. I loved this book so much, I actually got the print version -
and seriously, that's the one I'd go for.
Lars
Lundberg & Nick Johnson's second installment of the Darkwood Adventure Arc
is PHENOMENAL. This breathes a unique cultural flair that is inspired and
unique in the truest sense of the word and must be called out as nothing less
than the masterclass of adventure design. I have NEVER seen any
prison-break/infiltration-scenario done even half as well as this one: It has
EVERYTHING - from the absolutely glorious entry-vectors to the copious, well-written
read-aloud texts to the trouble-solving options, supplemental material, builds,
modules and production values, this module blows 99.9% of Pathfinder modules
out of the water and leaves them in shreds. How this works for the more than
fair price-point is frankly beyond me; this module has a spot of honor on my
shelf, surpasses its already excellent predecessors and can be considered to e
an example of the very finest of virtues that contemporary adventure design has
to offer.
It's been a
while since we had a module by SagaRPG and I don't know whether the arc will be
completed, but even as a stand-alone, this has all the virtues and unique power
it requires. Even as a stand-alone module, this is frankly one of the very most
awesome pieces of content you can find and I'd frankly eat ramen for a month to
support a kickstarter to keep this series going - that's how much I love it. I
have frankly failed this series and should have highlighted this module so much
sooner - not only on behalf of the team that crafted this masterpiece, but on
behalf of you, my readers, for not pointing out the level of awesomeness this
offers sooner. So yes, even though this was released sooner, I only covered,
ran and enjoyed it recently - so this does get a final verdict of 5 stars, seal
of approval and is a candidate for my Top Ten of this year. I love it that
much. So please, do check out this absolutely legendary module. I am positive
you will not regret it and if you do hate it, drop me a line and I'll see that
I can make it up to you - that's how much I adore this module! Must Own. Get
it!
You can get this glorious module here on OBS!
Endzeitgeist
out.
9.09.2016
Seven Sinful Tales
Seven Sinful Tales
This
adventure clocks in at 106 pages, 1 page front cover, 1 page editorial, 2.5
pages of ToC, 1 page SRD, leaving us with 100.5 pages of content, so let's take
a look!
Wait,
before we do - in case you are not familiar with 4 Dollar Dungeons: The
philosophy of these modules is that you get all the relevant rules-information
inside: A Total of 31 pages thus provide animal tricks, spell reference, feat
reference, bestiary reference and item references for your perusal. All artwork
herein is collected in a total of 7 pages that you can print out, cut up and
use as handouts. It should also be noted that no less than 18 high-res jpegs
for use with online gaming (or as handouts) are provided; and yes, these
include player-friendly iterations.
The pdf
also has a great summary of encounters, with associated creatures involved and
loot to be gained, including items, total GP values tallied for you and scaling
advice. Set in the county of Surrey, weather and travelling distances by foot,
horse or coach are similarly collected in one handy table. We also don't just
get one paltry random monster encounter table: Based on the specific region,
each and every one of the 8 tables provides sensible creatures for the
respective environments. Oh, have I mentioned the 9 (!!!) fully statted
settlements, all with statblocks and descriptions? The modules released by 4
Dollar Dungeons do their utmost to make running them as easy and comfortable as
possible for the GM.
Okay, this
is indeed as far as I can get without going into SPOILER-territory. Potential
players who want to play this module (Hint: You do!) should jump to the
conclusion right now.
...
..
.
All right,
only GMs left around here? Outside of the circle of Ravenstone in the kingdom
of the Bretagne, there lies a circle of stone; a place of legend, where power
is supposed to gather, but no one knows for what purpose - not even the wizard
Humphrey and his devilish companion Beauregard, who are living nearby. As such
places are wont to, it has become a kind of meeting spot to get away, drink and
have a good time for the local populace. The circle's supposed power is lending
an air of mystique and danger to the environment that most of us will relate
to; abandoned factories, rail-yards, playground, special spots in the forest -
we all had a spot like that in our childhood.
Anyways, one
dingy night in autumn, a group of 7 13-year-olds actually manages to activate
the circle - but no creature from the stars manifests; no demon invasion begins
- instead, a motley crew of adventurers, picked from their own iteration of
reality, is picked and unceremoniously dumped inside the circle: Yes, that
would be the PCs, who have just been summoned forth and now look into the awed
faces of the following:
Deako, a
pale-feathered, nervous tengu; Adriana, a platinum blonde girl in a fine dress
and her similarly immaculately dressed cousin Augustus; Paulina, a light-haired
and somewhat plain but pretty gnomish girl; Bairn, an honest and polite young
man with good looks; Tilvern, timid and dark-haired and somewhat small for his
age and Holly, a bright light-haired girl with a wide smile...perhaps a tad bit
too wide. The children, though, are confused - Augustus conducted the summons and
knows that the book he took it from was...well. Rubbish. The kids, spooked and
with obligations in the morn, will undoubtedly leave an array of confused PCs
with a distinctly unhelpful book, as school's in the morning. Humphrey and
Beauregard, both surprisingly amicable for their vast power (and...well,
Beauregard being a devil), have a thesis that the circle granted a wish
unconsciously thought by all of the children - and thus, the only way home for
the PCs would be to fulfill the wishes of the kids. Each of the respective
sub-chapters of the module, just fyi, lists the dramatis personae in a handy
list in the beginning, allowing for easy juggling of the casts of characters,
should the PCs oscillate between adventures/get stuck.
Thus, the
trail should bring them to the nearby town Fordguild - all children attend the
same school, while Adriana attends a "Special" school; with scaling
successes, the PCs can do some leg-work - and it is here that the module
becomes pretty free-form, for the sequence in which the respective tasks are
tackled is all up to them - for all intents and purposes, the module acts as
the adventure-equivalent of a short story anthology. As such tales are wont,
there are leitmotifs here, though: Number one can be easily extrapolated from
the title - each of the tales deals with one of the 7 deadly sins. Unlike what
you may think, the kids are not the correlation with the respective sins;
rather, it's the parents.
It takes a
special type of person (i.e. slightly insane, a bit narcissistic and inured to
violence) to take up the mantle of the adventurer and as such, it should be not
too surprising that beings who wield the power cosmic, cut humanoids to ribbons
and make powerful enemies can make for rather problematic parents. Each of the kids
has her/his own issues with parents, issues the PCs can help resolve. This
whole component can be downplayed by the GM and taken to instead focus on a
number of smaller quests, but the roleplaying herein can be rather cathartic,
if you do opt to properly depict all of this. My own childhood wasn't perfect,
to say the least and I know that a lot of the anger, resentment and frustration
I had was resolved by roleplaying; it can provide an angle towards a form of
peace, an acceptance of unchangeable facts by resolving the challenges at least
within the framework of our favorite make-belief game. Even as an adult,
witnessing the like can hit close to home, yes; but it also represents a
chance. At least I know the like worked well for me and a couple of my friends.
So, let us
begin: 8 weeks ago, the brother of Deako the tengu kid, was tragically killed
by a hippopotamus. The unfortunate Seako had been previously injured on a
hunting trip with his samurai dad and was subsequently struck down by a single
bite. This death has put a serious strain on his parent's relationship and they
ever since refuse to communicate or speak to each other, as the edicts of the
two lawful good samurai emphasize personal glory for the father, protecting
communities for the mother. Deako has formulated a plan to reunite his parents
- he wishes to present the head of the troll that almost finished his brother
and indirectly did, to his father; to his mother, he plans to bestow the teeth
of the hippocampus that slew his brother. Unfortunately, he can't do it alone
and needs the PCs to do just that - and thus, the two beings need to be
killed...but what happens thereafter is in the hands of the GM.
Adriana's
issue is rather different - she is supposed to be subjected to a arranged marriage
she doesn't want. Adriana comes from a well-off stock of humans haunted by
tragedy - she has lost her father (and more!) to something truly sinister: A
blood hag has been using her family as her breeding project for generations and
Adriana is pretty close to what she wants...but not perfect. It is hence she
has arranged this horrific marriage, keeps Adriana sheltered and locked
up...and in fact, has replaced Adriana's mother a long time ago, raising her
perfect little angel for the most horrific of purposes. So while the tengu's
tale was pretty straightforward, this is one complex little investigation...and
a word of warning: the blood hag is BRUTAL. If your players suck at piercing
the clues (which, in some cases, drip with a subdued, delightful humor)
together, be very careful here...or not. The module does mention the power of
the adversary here, so yeah. While the death of the blood hag deprives Ariana
of her mother, her further fate isn't actually that grim and the elimination of
this horrid thing does cancel the marriage...and fulfill her wish.
Augustus is
rich enough to buy anything he wants...but unfortunately for him, money can
never buy happiness. Raul and Dahlia, his parents, are unfortunately addicts -
the decadent nobles visit a place called "The Hungry Caterpillar" on
a daily basis and are disinterested and spaced out; in a secret basement, a
rather nasty druid commands a variant basidrond with hallucinogenic spores and
makes a pretty dime of those looking for far-out-experiences; in order to
fulfill Augustus' wish, the PCs will have to infiltrate the high-class
establishment and eliminate the drug-producing creature.
Paulina's
dad was a famous "archaeologist" - complete with fedora and whip.
Always not the best of fathers, one day, he simply did not return from his
quest after the fables Shagreen, which he successfully tracked to the pyramid
of Balzac. Paulina's wish is to recover the Shagreen and thus fulfill her dad's
final quest and place the artifact in a shrine dedicated to him. The theme here
being greed, much like the previous adventures, there are subtle tests
associated with the respective sin written into the module itself: Greedy PCs
may suffer consequences here...something to bear in mind and perhaps a wake-up
call to "not become like Paulina's dad." On a formal level, the tales
features a cool and pretty easy puzzle with glyph-plates and a hint...and here,
just fyi, greed can kill the PCs hardcore. Being destroyed by a stone golem is
the least of their issues, for if the PCs were greedy when securing supplies
and interacting with the locals on the journey, they may find themselves sans
camels or supplies...but a sphinx can show up, providing yet another
well-crafted and simple little puzzle of logic to pose for the group and test
their spirit.
In the
sleepy village called hook, charming Bairn's father Nik is well-known: The
charming, silver-tongued bard just can't keep it in his pants. The beginning of
this section focuses on finding out what has happened to Bairn's dad - and the
PCs will have to follow the trail of broken hearts Nik has left...with, at
least partially rather funny results - from a dryad to a centaur, an ogress
(!!), a cecaelia (!!!) and finally a HARPY. Well, what's left - for Nik has
been taken prisoner by a medusa, who has petrified the harpy. The medusa's
living on an island with constantly shifting mists (concealment and total
concealment by roll included - very cool...I'll use that table a LOT beyond
this module!) and she is not particularly on good terms with Nick - when he
tried to abandon her for a kitsune, she proceeded to petrify and...use him, I
guess. While this whole section is, theme-wise, pretty adult, it is kept mostly
PG 13 and can easily be stripped of the slightly raunchy bits...or they can be
emphasized for adult groups that don't have an issue with a bit more graphic
themes. Also: The characteristic foot notes in 4$D's are a highlight here and
actually made me laugh once.
Tilvern,
timid and a bit of a runt...is actually the son of a paladin, noble Sir
Reginald. And he has a serious issue: There is an uneasy truce between the
giants of the Plantagenet mountains and the humanoids of Surrey; Sir Reginald's
former commander perished due to his own stupidity in an unnecessary,
boredom-bred skirmish right in front of Sir Reginald...who has sneaked off to
ask the giant king for a fair duel against the giant that killed his commander sans
breaking the truce. Tilvern, understandably, doesn't want the duel to commence
and his dad to die due to his stupid pride. Unfortunately, Sir Reginald has
rolled the maximum pertaining his stubbornness and even the best laid of
arguments won't dissuade him; in order to fulfill Tilvern's wish, the duel must
be thwarted for once and for all and either giant or paladin must die. In both
cases, hostilities may erupt once again in the future and the question is,
whether anyone has learned anything here...apart from the players, PCs and
Tilvern, that is.
The final
tale is perhaps the most creative of the bunch: Holly Willoughsby is a kind and
nice girl, vivacious and friendly, in spite of coming from a wealthy family. In
a seething satire, her dad, Elder, can't seem to be bothered to do anything,
but thanks to his sorcerous talents, he could...well, just animate his dead family
members and have them do all the chores. Holly is somewhat horrified by this,
but it's the reality of her life and her father, thankfully, doesn't seem to
mind adventurers poking around as long as they don't cause too big of a mess.
Holly is frightened. Recently, spiders have begun swarming in her room and she
wants to move back there - exploring the fully mapped and detailed manor, the
PCs will be able to deduce that there is more wrong than just the problem with
the spiders - and indeed, both an invisible friend (attic whisperer) and a
friggin' deathweb must be defeated to provide some sort of help here. Still, so
surreal and suffused with dark humor, this did remind me more than just a bit
of good ole' Shirley Jackson's blend of the macabre and dark humor.
Having
finished the wishes of the children, the PCs may now finally return home - and
the default here is a slightly comedic feel-good ending I appreciate,
considering the subject matter. But I'll get back to that below in the...
Conclusion:
Editing and
formatting are top-notch, I noticed no serious glitches or typos. Layout
adheres to 4 Dollar Dungeon's two-column standard with a mix of original b/w
and full-color artwork. The cartography and numerous handouts contained are
absolutely awesome and the high-res maps and player-friendly versions leave
nothing to be desired. The pdf comes in two versions, one optimized for the US
letterpack paper standard and one for the European A4-standard - kudos!!
Richard
Develyn is a living, breathing one-man-refutation of the notion that mainstream
RPGs like Pathfinder cannot be creative, cannot be art. If anything, this
module truly cements his status as an artist and auteur; as someone who brings
a whole new level to the game and steps up what to expect. With the exception
of his first module, which is "only" good, every subsequent module he
releases has made the Top Ten of the respective year. EVERY. SINGLE. ONE. Every
single module does something truly unique; something creative and smart; he
switches styles like a chameleon, writing horror with the same ease as sword
and sorcery-esque fantasy, southern gothic or a thoroughly fresh take on the
tired, but beloved Ravenloft-aesthetic. Beyond switching genres with ease, a
subtle and profound distinctly English humor suffuses his works, making them an
actual joy to read. Oh, and there would be the fact that his craft, nay, art,
cannot be mistaken for that of another author - there is a distinct voice; a
levity tinted slightly by the macabre that is utterly unique. Oh, and the
modules leave nothing to be desired regarding running them. I have never, very
wished for better organization in them, never had an issue running them from
paper after the obligatory first reading.
And he does
that not for the bucks. 4 friggin' dollars is a huge steal for such a module. I
can rattle of more than 100 modules that cost at least 5 times as much and feel
like the phoned-in paint-by-numbers designs of amateur hacks in comparison.
Why am I
talking so much about the totality of his work so far? Because even in this
extremely impressive canon of works, Seven Sinful tales stands out. What would
be an array of bland sidequests in the hands of a lesser author has more heart
and soul in the introduction or one of its mini-adventures than most
100-plus-page epics ever achieve. This module has comedy, tragedy,
investigation, wilderness survival, smart puzzles, a ton of social challenges
and roleplaiyng opportunities, gorgeous adversaries, interesting terrain. It
has, in short, everything.
That alone
would make it already a must buy module. It's more than that.
I mentioned
this before, but this module's subject matter pertaining no-good parents and
their very mortal shortcomings can hit close to home for some of us; but the
depictions are not mean-spirited. This is not grimdark and neither is it a
feel-good fairy-tale, though it can be tweaked in either way. This is an
allegory. There is a saying that the parents are gods to the kids and that
sooner or later, their mortal shortcomings will result in disappointment,
disillusion, rage...and so on. I can relate. I've been there. The problems the
kids face herein are significant and every person who wished for superheroes to
take them away, to resolve the issues they face will relate to this module's
stories at one point or another. The ultimate moral here, is that external
persons can help resolve issues and that asking for help in dire circumstances
may be required...but also that even a successful intervention does not
necessarily fix everything. If your players are good roleplayers, this module
can actually provide a catharsis for those of us who suffered from less than
perfect parents; it can help mitigate the issues kids can have with their
parents and their shortcomings, for even in the most comedic of the stories,
the respective parent is not beyond redemption, the future not necessarily
bleak, even in the case of the kid left orphaned. There is always light. The
world always goes on.
I played
this module twice and the envy and lust stories may need to be toned down a bit
for kids; otherwise, depending on sensitivity, from ages 8 or 10 upwards, this
works rather well when used with younger players. (Though they should have some
experience with the system - this is not a cakewalk of a module!) Kids in
puberty may actually eat this one up. That being said, if you want to emphasize
this component, I'd suggest a slightly more somber end: Return the PCs sans a
parade of happily ever after families. Then ask the players what *they* think
happened thereafter. What the parents and kids have learned, what the
consequences of the PC's actions are and how things will turn out. Engage in
dialogue. When handled properly, this module can actually defuse issues.
Well, or
you can just run this as one awesome blend of all the virtues of old-school and
new-school gaming: Internally consistent, with a great and creative story,
memorable NPCs, a diverse variety of challenges and all of that sans railroading.
To make that abundantly clear: I consider this to be the 4$D-module that had me
slightly choke a bit while reading, yes; frankly, it resonated. At the same
time, it is, and that should NOT be understated, FUN, as it should be. This is
not l'art pour l'art - this may be the first time I've seen a module fully cognizant
in its design as a means to teach about our very human shortcomings as both
parents and kids within the medium of gaming; all sans a raised finger and
jamming morality down our throats; it shows and doesn't tell; it teaches by
experience, not by reading a text.
I'm
rambling, I know, but I need to drive this home: This module, when taken only
on its merits as a module, as nothing more, nothing less, is excellent. But it
transcends what I have seen any author do with the medium. It can leave people
better persons for having played it. It can actually deliver the eureka effect
usually reserved to novels, philosophy and the most inspiring of movies. This
is not rated by my scale, it pushes it. I am not engaging in hyperbole when I'm
saying that I was pretty skeptical about the premise. It worked out. Perfectly.
This module has just raised my expectations, what I thought possible within the
means of our medium. This may well be the first module I have read that truly
deserves being called valuable from a humanist point of view and in the hands
of the right GM, this can resonate more than all the earth-shattering
apocalypses and demon-hordes you can possibly dream of.
My one
regret here is that I have to operate within the very tight space of the usual
rating system, so bear with me for a second: Picture seeing the star-shaped
rating section of the online RPG-vendor of your choice. Now picture me
teleporting in, slamming a post-it with one extra star right next to the 5 on
the screen and vanishing. Every time you look at this module, mysteriously, the
damn post-it phases in and tells you that this module is a one-of-a-kind
experience that can make you laugh, make you cry, make you love more and become
a better person...or just have a really great time. For 4 bucks. THAT is my
rating. Post-it-teleport-in-level of ridiculously good and valuable; not only
as a module, but for gaming in general. Since the teleport-thing, alas, only
works in one's mind and the artifacts of our civilization demand such, my final
verdict will be 5 stars + seal of approval...oh, and this is a very hot
contender for my number 1 spot of my Top ten of 2016.
Okay,
you've read me gush and rave about this for more than 3500 words...so
please...go ahead and buy this. We need authors that take chances, that are not
content with games as only mindless entertainment, when they could be
entertainment that also improves us in the very strictest sense of the philosophical
concept of Bildung.
You can get this superb module here on OBS!
Endzeitgeist
out.
6.20.2016
There's a "Bring-Endzeitgeist-to-gencon-bundle"!
Dear readers of Lou Agresta's RPGaggression!
This is endzeitgeist, the guy that posts a lot of the reviews you see on this awesome site.
As some of you will know, my financial situation isn't the best - quite frankly, without my patreon, I couldn't do any reviews at all. As in: "I'm working all day to scrape by." The patreon literally keeps the lights on right now.
While my trip to Copenhagen and job application there and at other places (as some of you may know, I've been pretty busy in that regard) *may* remedy that situation, for now, my resources are incredibly stretched; they have been so for quite some time and I'm working hard to change that fact. I don't really talk much about it or advertise much of that aspect of my life since frankly, I'm ashamed of being poor in spite of my qualifications.
Anyways, I am working hard to change that reality, but this post is about something awesome - something that can benefit you:
There's a colossal bundle of AWESOME books gathered together by publishers, authors and friends with one goal: To make it possible for me to actually attend Gencon. The flight is far beyond my capabilities to afford; same goes for the other components associated with attending. It's a long shot, but guess what? You have nothing to lose and the bundle contains some of the most glorious books out there!
AAW Games' "For Rent, Lease & Conquest"; Fro God Games' legendary "Cyclopean Deeps"-saga; Rite Publishing's "Breaking of Forstor Nagar" & "Secrets of the Masquerade Reveler"; Kobold Press' "Courts of the Shadow Fey"; Everyman Gaming's legendary "Ultimate Charisma"; Legendary Games' glorious grimoires and must-own "Mythic Solutions"; Rogue Genius Games' classic make-Bravery-suck-no-more "Bravery Feats" and "Hellfire Magic"; the glorious "Pixies on Parade" by Playground Adventures; LPJ Design's awesome Ultronesque Cyrix - and that's not even close to everything in the bundle! Notice something? These are pretty much crème-de-la-crème of files, the top-tier-OMG-must-have-books.
And yes, when I got back from my trip and saw this, I actually teared up!
So take a look at those gems and the HUGE discounted bundle of awesome material you can get on them here!
If you just want to get me to Gencon and don't care about those awesome books (or already have them), you can actually donate here on OBS via Pay what you want - so yeah, if this works out, I may actually be able to *finally* meet some of you awesome folks in person and roll the bones with you! I'd certainly love to talk shop with you all and talk to you fine folks in person!
Thank you for reading this. And to all the publishers that contributed to the bundle and everything -I'm absolutely blown away. Words fail to properly encapsulate what I'm feeling right now. Roleplayers are simply stellar people. Thank you.
Endzeitgeist out.
This is endzeitgeist, the guy that posts a lot of the reviews you see on this awesome site.
As some of you will know, my financial situation isn't the best - quite frankly, without my patreon, I couldn't do any reviews at all. As in: "I'm working all day to scrape by." The patreon literally keeps the lights on right now.
While my trip to Copenhagen and job application there and at other places (as some of you may know, I've been pretty busy in that regard) *may* remedy that situation, for now, my resources are incredibly stretched; they have been so for quite some time and I'm working hard to change that fact. I don't really talk much about it or advertise much of that aspect of my life since frankly, I'm ashamed of being poor in spite of my qualifications.
Anyways, I am working hard to change that reality, but this post is about something awesome - something that can benefit you:
There's a colossal bundle of AWESOME books gathered together by publishers, authors and friends with one goal: To make it possible for me to actually attend Gencon. The flight is far beyond my capabilities to afford; same goes for the other components associated with attending. It's a long shot, but guess what? You have nothing to lose and the bundle contains some of the most glorious books out there!
AAW Games' "For Rent, Lease & Conquest"; Fro God Games' legendary "Cyclopean Deeps"-saga; Rite Publishing's "Breaking of Forstor Nagar" & "Secrets of the Masquerade Reveler"; Kobold Press' "Courts of the Shadow Fey"; Everyman Gaming's legendary "Ultimate Charisma"; Legendary Games' glorious grimoires and must-own "Mythic Solutions"; Rogue Genius Games' classic make-Bravery-suck-no-more "Bravery Feats" and "Hellfire Magic"; the glorious "Pixies on Parade" by Playground Adventures; LPJ Design's awesome Ultronesque Cyrix - and that's not even close to everything in the bundle! Notice something? These are pretty much crème-de-la-crème of files, the top-tier-OMG-must-have-books.
And yes, when I got back from my trip and saw this, I actually teared up!
So take a look at those gems and the HUGE discounted bundle of awesome material you can get on them here!
If you just want to get me to Gencon and don't care about those awesome books (or already have them), you can actually donate here on OBS via Pay what you want - so yeah, if this works out, I may actually be able to *finally* meet some of you awesome folks in person and roll the bones with you! I'd certainly love to talk shop with you all and talk to you fine folks in person!
Thank you for reading this. And to all the publishers that contributed to the bundle and everything -I'm absolutely blown away. Words fail to properly encapsulate what I'm feeling right now. Roleplayers are simply stellar people. Thank you.
Endzeitgeist out.
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