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Airlock - James Floyd Kelly

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Airlock is a series of systemless SF horror adventures created by James Floyd Kelly. I grabbed the first four in the series with an eye towards using them in my Mothership campaign.

All of the adventures in the series are two-page trifolds. The presentation is fairly standardized and they’re all designed with white text on a black, star-speckled background. The result is evocative, but not very friendly on the printer ink. (I actually jumped through some hoops to invert the files before printing them.)

(You may notice that the Mothership logo appears on the cover images for these adventures on DriveThruRPG, but they are definitely systemless and do not use Mothership’s mechanics.)

AIRLOCK #1: THE SIGNAL

The PCs are sent to pick up two data technicians from an isolated, long-term data vault being run by the Kars-Sundar corporation. When they arrive, however, they find one of the techs dead and the android survivor acting erratically. If the PCs investigate, they’ll likely discover that Abbi, the android, was corrupted by a distress call received by the station.

The concept is straightforward enough that you should be able to hack a playable experience out of this one, but The Signal is near-fatally flawed by it continuity being all over the place:

  • Kars-Sundar is shutting down the long-term data vault… except then it isn’t any more.
  • When the PCs find Abbi alive and Steven missing, Abbi tells them her fake story of what happened… unless it’s a significantly different fake story that’s only implied elsewhere in the adventure?
  • As the crew arrives, a radiation storm will knock out the comms and prevent Abbi from exposing them to the Signal… but also she plays it for them when she first meets them.
  • Is Abbi’s goal to reach the origin point of the Signal or is it just being randomly destructive and murder-y?

This adventure is supposed to have a direct connection to Airlock #2: Distress Call (which ostensibly takes place at the location where the Signal originated), but it turns out this just creates even more weird continuity glitches.

I’d like to say that all of this makes The Signal a kind of grab bag that a GM could pick elements from build their own version of the adventure. But it’s really just a vague, barely usable mess that becomes more confusing the more time you spend trying to unravel it.

What I want from an adventure – whether one I buy or one I prep myself – is rock solid continuity. I want to know exactly what the situation is, so that we can then inject the PCs into that situation and play to find out the result. So this one misses the mark pretty wide for me.

GRADE: D

AIRLOCK #2: DISTRESS CALL

Following some dubious experiments, the AI core of the Fractal Dream has taken over the ship and killed the crew. Unfortunately, this leaves the AI stuck in space, so it sends out a distress signal to lure in some suckers (i.e., the PCs). Now Katie, the AI, needs to take over the PCs’ ship so that it can escape.

…which would make sense if the crew of the Fractal Dream had managed to disable the ship’s engines before Katie took over. But they didn’t. Instead, shutting down the engine is something the PCs are expected to do.

Maybe the intention here is that Katie is just pretending to be stranded to lure in the unwary? But this would seem to contradict other sections of the text and it’s all very vague. In fact, the biggest problem here is that a lot of Distress Call is just waving generally in the direction of an adventure.

This also means that there’s a lot of blather on the page. For example, there’s four different paragraphs scattered around this two-page trifold, each explaining how Katie has broken free of her programming, is no longer bound by her safety restrictions, and so forth.

But because so much space is wasted on blather, it also means what should be the actual meat of the adventure is short-shrifted. For example, there’s a bit where Kelly writes, “Katie has plenty of offensive weapons – shocks via metal surfaces, electrical overloads, temperature control, and many more.” The adventure would be considerably better if a lot of its blather was placed with actually giving Kelly a concrete, fully realized toolset of fun, dynamic actions the GM could deploy in response to the players.

What’s here isn’t really a firm foundation that you could use to build a playable version of the adventure. It’s more like a quick sketch of what a blueprint of that foundation might look like.

Expect to put a lot of work into this one.

GRADE: D-

AIRLOCK #3: CRYO – SWEET SCREAMS

Cryo: Sweet Screams is a really frustrating adventure to use. (Or, at least, try to use.)

First, the scenario is incorrectly sequenced. There’s a section called “Running the Scenario” which is positioned, on the page, to seemingly be read last, but which has essential information necessary to understand large swaths of the rest of the adventure. But, upon closer inspection, it turns out that reading this section first won’t work, either: There’s no correct reading order here. It’s just a big jumble.

The scenario also promises the GM certain tools, only to fail to deliver on them. Take the “Cast of Characters,” for example. It would be super useful to have this authoritative reference for each character in the adventure,  but it turns out that every single character write-up lacks the essential information for the character (e.g., “she’s the bad guy”).

Once I untangled the adventure, though, what I discovered was something that seemed hopelessly overwrought:

The PCs are sent to intercept and redirect a medical intervention ship whose comms array has been damaged.

But that’s not all! The corporation is also reprogramming the ship’s android to get up to mischief, and that obviously goes awry and causes the android to start acting erratic (as androids are wont to do).

But that’s not all! The android isn’t the real bad guy. The real bad guy is the human member of the crew, who has ALSO been infected with a (biological) virus that makes her a psychopath.

Even if you want to roll with this “it’s viruses rewriting personalities all the way down” premise, though, Cryo: Sweet Screams has deeper issues.

The crux of the adventure is, “Durden will slowly exhibit strange behavior once he wakes.” But what is this strange behavior? No idea.

Later, if the PCs watch the news and learn that the vaccination program at the ship’s last stop was botched, “this news will trigger actions in Durden and Talisha.” What are these actions? No idea.

Furthermore, the medical ship’s shuttle “will have some issues that need to be addressed by the crew.” This is, in fact, stated no less than three times across the six panels of the adventure, and the idea is that this will give the PCs something to do while the unspecified “strange behaviors” are happening.

But what are these tasks the PCs are supposed to do?

No idea.

GRADE: F

AIRLOCK #4: DEAD WEIGHT

I’ve concluded, after reviewing dozens of these adventures, that the trifold format is a tricky one. Creators really don’t seem to understand how to organize their information. The front page is often used as if it’s back cover text (which is kind of waste of space in a format where space is quite limited), and then, once you flip open the trifold, it’s a complete crapshoot which order you’re supposed to read the other five panels in.

Some creators seem to have decided to just wave the white flag and simply not include any sort of orientation for the GM. For example, no matter where you begin reading Dead Weight, the text will always just blithely assume that you know what a GH3 is.

If you, too, are wondering what they are, after trawling the text and reassembling the scattered bits of information thrown around with wild abandon, I’m fairly certain the answer boils down to, “A large tribble with legs and teeth.” The GH3s breed incredibly rapidly, and will quickly overwhelm any station or ship they find themselves on, rending every bit of flesh they can find along the way.

As another example of the white flag being waved, take the NPC named Mitchell. In one section he’s been placed in cryosleep. In another, there’s an offhand comment to him “having his own programming.” From this, I assume you’re supposed to conclude that he’s an android, but the adventure never actually says that. There’s a lot of this kind of stuff scattered around the text, creating countless booby traps and lacunae.

Taking a step back, the scenario hook for Dead Weight is that the PCs detect an intermittent signal coming from an abandoned space station which has drifted into deep space. When they board the station to claim the salvage rights, they awaken the GH3s, which have survived in a state of advanced hibernation.

The core premise seems to be that the PCs will conclude that it’s impossible to kill the GH3s faster than the GH3s reproduce! They’ll have no choice but to flee and/or blow up the station!

… except the reality is that the GH3s double their numbers every 8 hours. That’s quite aggressive for a biosphere, but rather less terrifying to a PC with a flamethrower. (In contrast, an ochre jelly in D&D is terrifying because it can split multiple times per round. If it, like the GH3s, split once every 8 hours, it would be considerably less intimidating.)

In fact, this is another example where it’s difficult to understand how the time scale of this adventure is supposed to work at the table: What are the PC supposedly doing during the hours and hours of time the GH3s need to become a meaningful threat? This is something you might be able to solve by prepping some time-consuming guidelines for how long it takes to effectively salvage the station – e.g., repairing thrusters takes 4 hours, etc. – but you’re really swimming uphill at this point to force this adventure into a satisfying experience at the table.

GRADE: D

Note: This adventure should not be confused with Dead Weight, an unrelated Mothership adventure written by Norgad, which I previously reviewed.

CONCLUDING THOUGHTS

There are a lot of problems with these Airlock adventures, and they’re pretty consistent throughout the series. The impression I’m mostly left with is that all of them are more like the concept of an adventure, each remaining, sadly, undeveloped in any meaningful way while the poorly organized trifold format is instead filled with vague, often directionless and repetitive blather.

I was really hoping that these were going to be great. I was very excited when I found the series, which has almost a dozen installments. I thought I’d found something that would keep my Mothership open table supplied with adventures for potentially months.

Unfortunately, I found these first four installments to be essentially unusable and I’ve given up on the series.

Turn Back the Clock - Kyle Tam

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TURN BACK THE CLOCK

Turn Back the Clock by Kyle Tam is a thinly disguised roman a clef of Arthur C. Clarke’s and Stanley Kubrick’s 2001. The PCs receive a distress call sent from a ship thought lost for centuries: Mankind’s first expedition to Jupiter. It’s been knocked loose in time by the presence of the Star Child Flux Child. The original crew is experiencing Annihilation-like transformations, and if the PCs aren’t careful, they’ll similarly become lost in space and time.

Conceptually this seems really interesting. Unfortunately, it’s the execution that kills this one.

First, imagine adapting 2001: A Space Odyssey, but you aren’t really sure how to do that, so the structure of your adventure is just punching the Flux Child in the head until it’s “felled,” freeing you from the ship. But, also, that’s basically impossible because the Flux Child does 5d100 damage, 20 maximum Wounds, and you forgot to include a Health score.

Second, I frequently found the text confusing. For example, “the crew is not technically in danger,” but they were currently fusing with the furniture and/or have pieces of their bodies falling off, plus they will shortly cease to be sentient. Hmm. I feel like I have a radically definition of “danger” than the author here.

Finally, there are more fundamental design problems here. For example, a core structure of the adventure is, “The longer you spend onboard the Charon, the more of yourself you lose. Each day, make a Sanity save or else roll on the [Distortion Table].” But the adventure is keyed as a pointcrawl with three briefly described areas.

This is a problem I frequently see in published adventures. I’ve discuss a similar problem in Running Background Adventures. There’s simply not enough narrative material to fill the time necessary to trigger this structure.

“Clarke’s Star Child does body horror” is a cool concept. But, sadly, there’s nothing on the page in Turn Back the Clock that I would actually use in bringing that concept to the table. This is a disappointing miss for me.

GRADE: F

The Plea - Nikolaj Gedionsen

The PCs are hired to pick up a secretive shipment from an automated shuttle. The only problem? An experimental combat drone – the Synthetic Predator 1st Design, 3rd Revision (or SP-1D3R) – has stowed away on the shuttle to escape the facility where it was being tested. Desperate for energy, it begins draining the power systems on the PCs’ ship.

This is another good concept with shaky execution.

Designer Nikolaj Gedionsen describes the adventure as “a claustrophobic game of cat-and-mouse aboard a failing ship where an intelligent machine predator turns the crew’s familiar home against them.” Which sounds great, but immediately runs face-first into a ship map that’s entirely linear. It’s hard to play cat-and-mouse on a balance beam.

The Plea also frequently relies on overriding or ignoring the core rules of Mothership. In my experience, this sort of thing doesn’t work because the players get frustrated at the bullshit “threat” that’s arbitrarily being thrust upon them.

The adventure includes its own mechanical superstructure in the form of a Power Drain system (modeling and tracking the SP-1D3R taking over and depleting the ship’s systems), but I have a difficult time believing it was ever playtested. The core of the system boils down to:

  1. Start with 12 Power.
  2. -1 Power when the drone connects to a system.
  3. If the PCs power down a section, it can’t be Power Drained and also save 1 Power per turn.

The math just fundamentally doesn’t math here. Nonetheless, I’ve done several dry runs of the system using various interpretations of what it might have meant (did you mean -1 Power per turn? can the drone be attached to multiple systems simultaneously?) and it just doesn’t work.

All of these issues, I think, explains why a significant chunk of this adventure is a section called “The Vibe.” Ultimately, that’s a pretty good summary of The Plea: It’s a concept running almost entirely on vibes.

GRADE: D

TESSERACT

Pyry Qvick’s Tesseract initially threw me for a loop because (a) it’s called Tesseract (a cube extended into fourth-dimensional space in the same that a square is extended to become a cube in three-dimensional space) and (b) it features a bunch of non-Euclidean cube-shaped rooms. So my brain kept trying to make the adventure work as an actual tesseract… but it isn’t.

Tesseract - Pyry QvickWhich is OK. I mention this only in the hope it might help you avoid the same pitfall and get straight to appreciating just how cool this adventure is.

Things kick off in Tesseract like this:

Your ship passes a massive metallic cube. After a moment, your ship passes by a massive metallic cube. Again and again. Your navigation shows no progress made.

On the cube’s surface, a hatch opens.

Crawling inside the cube, you discover a dozen of the aforementioned cube-shaped rooms, all arranged on a map that makes it easy for you to run as the GM, but devilishly complex for the players to unravel. (If they ever do.)

The rooms themselves are consistently themed, but each one is varied and intriguing. In addition to the navigational puzzle of the non-Euclidean map, exploring the cube is also deeply satisfying because the rooms present an interconnected mystery that allows the players to slowly piece together what’s happening here (and, hopefully, undo it). This is very much the adventure that Turn Black the Clock wanted to be, but dropped the ball on.

Season to taste with the creepy cube-droids which infest the place.

The net result is a creepy, well-designed adventure I am sure will leave your players disoriented, paranoid, and thrilled.

GRADE: B-

Dead Weight - Norgad

Rather than the trifold modules we’ve been reviewing, Dead Weight by Norgad is a twelve-page micro-adventure.

The PCs are crewing a cargo ship when an alien artifact in one of the ship’s holds activates, causing all dead bodies in the area to rapidly accelerate towards. It starts with all the meat in the ship’s galley, which rips through the crew currently eating dinner. The dead bodies of the crew, of course, are added to the mass of meat and bone, which rip through the hull of the ship, causing lockdown and atmospheric pressure doors to trigger throughout the ship.

As the investigation and emergency repairs begin, a crew member mortally injured in the initial incident dies, inflicting more damage… and that’s when corpses start arriving from outside the ship. Can the PCs figure out what’s going on and jettison the artifact before the asteroid the artifact was taken from arrives and annihilates the ship?

The concept of Dead Weight is elegant in its horrific simplicity. The execution is simply beautiful.

Just look at this map:

Map from Dead Weight by Norgad. Ship schematic shows locations of various compartments and also six modular cargo hold pods. Vectors are drawn from various areas of the ship to a location in one of the cargo hold pods.

(click for larger image)

Each of the vectors here show the trajectory of damage from the scripted meat projectiles, and you can see how simple it would be to draw your own vectors and immediately understand the resulting damage as events play out at the table. This map is simply fantastic as both a reference and a structure of play, and Norgad has also included player handouts (without the GM-only info) that you can print out for the players.

The ship key itself is equally polished: Nested descriptions make it easy to master the adventure, while creating satisfying layers of investigation for the PCs. Clearly delineated post-incident shifts in the room descriptions make it a breeze to keep the potentially complicated continuity and dynamic environments of the adventure crystal clear in play.

I have only one quibble with the whole package: It’s not immediately apparent why the adventure track ends with the asteroid 98-Gobstopper crashing into the ships. Careful reading suggests that the asteroid – composed of “banded layers of oxygen, hydrogen, nitrogen, carbon, calcium, and phosphorus, with some other trace elements” – is actually the compacted remains of the countless dead attracted by the artifact at the asteroid’s core. But it would have been friendlier to the GM to just spell that out.

This quibble, of course, scarcely detracts from the whole package. Dead Weight went straight into my open table rotation. I adore it.

Note: When you run your own session of Dead Weight, I recommend taking the time to frame up and play through more of the back story that sets up the First Projectile incident. These events are well detailed in the text of the module, but I think it will work better if the players actually experience those events for themselves and then see the payoff.

GRADE: B+

Go to Part 5: Airlock Series

The Mortality of Green - Troll Lord Games

An excellent overland adventure, organized to make the GM’s task simple and the player’s experience memorable.

Original Review Posted May 21st, 2001

Before WotC’s OGL and D20 trademark license came along and allowed them to release products like A Lion in the Ropes and The Malady of Kings, Troll Lord Games was producing generic fantasy adventures. As with many products of their kind, the production values on these generic modules were weak. But in the case of Troll Lord, the modules were cheap enough to match those production values ($5), and the content itself was highly memorable (if sometimes in need of some fix-up work). These modules are now being updated to D20 (check out their website), and are – I think – worthy of your attention.

PLOT

Warning: This review will contain spoilers for The Mortality of Green. Players who may find themselves playing in this adventure should not read beyond this point.

One of these modules was (and is) The Mortality of Green by Stephen Chenault. Set within the Darkenfold Forest, The Mortality of Green focuses upon the Druidic Council’s efforts to recover the forest from the evil which has long possessed it. Although the task will be long and arduous, the Council is attempting to offer the denizens of Darkenfold hope by having Cornelius the White carry a sapling of the Great Tree to the woodsmen of Rangers Knot, who will plant it in a secret grove whose ground shall be sanctified. In turn, the grove (and sapling) will begin to heal the Darkenfold.

Unfortunately, deep within the forest lives a sentient tree named Gristlebones. Gristlebones is twisted, old, and corrupt. He sends one of his allies – Quagmire the Troll – to intercept Cornelius and steal the sapling. Which Quagmire does.

Enter the PCs, who stumble across the dying Cornelius – who attempts to extract an oath to recover the sapling and fulfill his failed mission. The PCs’ attempt to fulfill this oath will lead them throughout the Darkenfold as they seek to catch Quagmire before he can deliver the sapling to Gristlebones, who will corrupt its powerful magic for his own purposes.

STRENGTHS

When I was first being exposed to the adventures being produced by Troll Lord Games, I was immediately struck by the extremely memorable environments in which they were being set. All of them take place within the After Winter Dark campaign setting (which I have reviewed elsewhere on RPGNet). Despite this, however, their unique – and compelling – elements are still presented in a fashion which allows them to be inserted seamlessly into any sufficiently generic campaign world.

The Mortality of the Green, of course, is no exception to this. Stephen Chenault is very careful to present the Darkenfold in such a way that it is not simply rendered into the meaningless background noise of the stereotypical “evil forest”. The Darkenfold is given a specific character, history, and geography – playing upon familiar fantasy themes, but establishing itself as something memorable unto itself.

With his setting established, Chenault then proceeds to develop upon it an excellent overland adventure. As a general rule, I find that overland adventures generally have problems. Unlike a standard dungeon, the players are not tightly confined to a set of stone rooms – and, as a result, it’s all too easy for the PCs to simply start missing things. On the other hand, unlike scene-act structure, the overland adventure has a certain assumption of self-direction. The Mortality of the Green is also a chase adventure – in which the PCs are expected to track someone down. This provided yet another opportunity for the adventure to fall flat, because its all too easy to fall into the trap of designing such an adventure so that the entire thing will derail in the DM’s hands if a single tracking die roll (for example) is missed.

Fortunately, Chenault avoids the pitfalls – and the result renders the DM’s task simple, and the player’s experience memorable: The necessary possibilities are covered, the adventure responds with changing dynamics to the actions of the PCs, and the entirety is kept simple enough to be easily played.

Style: 3
Substance: 4

Author: Stephen Chenault
Publisher: Troll Lord Games
Line: D20
Price: $5.00
ISBN: 0-9702397-1-8
Product Code: TLG1101
Pages: 22

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

After Winter Dark - Stephen Chenault (Troll Lord Games)

This is a product you shouldn’t ignore. Read the review. No, really: Read the review. I’m not kidding.

Review Originally Posted February 12th, 2001

After Winter Dark, I’m afraid, is one of those products which – if you saw it on the shelf at your game store – you would promptly ignore. I mean, it’s got three strikes against it:

  1. It’s from a company you’ve never heard of before.
  2. The cover, while having a very nice picture of a dragon on it, still comes across as very amateurish in its overall composition and structure.
  3. It’s a generic fantasy campaign.

Whoa! Hold on there! Don’t hit the “back” button on me quite yet! Keep reading!

After Winter Dark is, thus, one of those products which is truly fun to review, because you know that you have the chance to let people know about an outstanding product which they might otherwise miss.

So give me – and After Winter Dark — a chance to change your mind.

WEAK POINTS

Let’s get these out of the way first: Yes, the cover has a certain taint of amateurism. The interior art is reproduced too darkly. And the two maps (one of the geographical forms and the other for the sociopolitical boundaries – a nice touch, by the way) are organized numerically, while the text is organized alphabetically (making it difficult to cross-reference between them).

After Winter Dark is also only 24 pages long – which isn’t so much a fault in the grand scheme of things (because, at $5, that makes it a far better deal than the comparable product on the market, the D&D Gazetteer), as it is a fault because I want more.

Okay, those are the downers. It’s all uphill from here.

HISTORY

The After Winter Dark campaign setting is placed upon the world of Erde. The story of its creation is fairly typical in all but the details: The All Father brought the world into existence, and during the Days Before Days all creatures knew his mind – even the Great Dragon Frafnog who, today, is the only being which remembers this ancient time. Given eternity, however, the All Father grew weary of his creation and allowed the dwarves to enter it – and the dwarves did not know his mind, and their empire grew great. Some of the dwarves settled far from their brethren and lived wholly above ground, eventually becoming the thirteen tribes of man. And the Great Trees still wandered wild, and the Dragons made their nests across the world, and for three hundred centuries Erde thrived beneath the light of the sun.

Then the Goblins came – from whence, no one knows (although there are whispers of dwarves forever twisted and corrupted by the dark and evil of the deep). The terrible sorcery of the goblins made war upon the dwarfs, and the Goblin-Dwarf Wars stretched across four millennia – smashing the world of the Days Before Days into chaos. In the final days of the wars, the goblin sorcerer Ondluche worked powerful magic in an attempt to undo the dwarves – but the magic went awry, and the mind of the All Father was broken, opening gates into all of his imaginings. Thus the multiverse was born, and a host of new creatures sprang into the world. From the All Father’s purest thoughts came the Faerie, but there were also darker things – demons and orcs and, worst of all, the All Father’s Nightmare: Unklar.

The Age of Dwarves came to an end, with the great societies of both dwarf and orc smashed back into a primitive state by their self-destructive war. And thus the Age of Man began. From their “shallow roots in the distant north, the thirteen tribes of men grew.” The tribes became kingdoms, and the greatest of the kingdoms became the Empire of Aenoch. Then the Empire decayed, and the Middle Kingdoms arose in its place. This was the Age of Heroes – when “men, elves, and dwarves battled the evil remnants of the Old Empire, and heroes, like Aristobolus the White, Luther the Gallant, Daladon Half-Elven, and the monk Jaren ruled the day”.

But the Age of Heroes was doomed to end in tragedy: Sebastien Oliver I, “last of the House of Aenoch”, summoned forth the “last breath of the Days Before Days”. Using vile sorcery he summoned forth Unklar from the Paths of Umbra, and Unklar slew Sebastien and for forty years made war upon the land – bringing all the world beneath his heel: “In the last only the Kingdom of Kayomar stood alone against him and his vile folk. But in the Catalyst Wars, they too were thrown down and their last King, Robert Luther, slain, and with him, Jaren the monk. Only the Great Tree avoided Unklar’s touch for it hid in the deeps of the Eldwood, on the edge of the world. There, servants of the Oak under the ranger lord Daladon struggled on through the long years of the millennial darkness. Jaren, taken to Aufstrag, languished there for a millennium.”

Thus came about the Age of the Winter Dark – when Unklar ruled with an iron fist, and a shroud of mist obscured the sun and brought eternal winter upon the land. Then, “in the 1019th year of Unklar’s reign the Winter Dark Wars began”. Unklar’s power had waned, and his opponents gathered about the Great Tree – Aristobolus returned from the Land of Shade and Chaos, Luther from the Sea of Dreams. Jaren was freed, Dalodon half-elven and Dolgon (the last dwarven king of Grundliche Hohle) came as well. “In the 1030th year of Unklar’s reign they stole into his throne room and cast him from the plane.”

That was sixty years ago.

This, then, is the world of After Winter Dark: There is just the faintest scent of Elric here, as the Young Kingdoms begin to build anew beneath a lingering shadow upon the remnants of an ancient past.

THE WORLD TODAY

It was the history of the After Winter Dark campaign which first caught my attention. You know that something is being done right if you are immediately enraptured with era after era of a world’s history: I can easily see myself setting entire campaigns in the time of the Goblin-Dwarf Wars, the Empire of Aenoch, the Age of Heroes, the Age of Winter Dark, or the Winter Dark Wars – not to mention the Young Kingdoms which are actually detailed in this pamphlet.

After Winter Dark takes the familiar, twists it just enough to make it its own, and then adds that ineffable quality of the epic which can take the ordinary and make it exceptional. In short, I was excited — and that’s worth $5 right there.

Erde’s cosmos and calendar are described, then its people and languages, followed by the gods and divine orders, and then the guilds and other organizations of the world. Finally, the individual lands are given brief descriptions (including their Lord, Capital, History, and Modern Classification). Finally, the major geographical and terrain features of the world of Erde are described.

The actual detail of the world, although sparse (as the format would suggest), is no less exciting than the history. A few examples.

Aufstrag. “Fell Unklar, brooding in fear, roused himself and fortified his Keep. Rending the earth with his great axe he cleaved huge rifts about the Imperial castle of Old Aenoch, and with sorceries created great pools of water and pestilence to cover the rent lands. And all of Aenoch between the rivers Udunilay and Uphrates was made a swamp of fell death.” Aufstrag was once the mighty stone citadel of Unklar’s rule – “in time of years the place became a cesspool of all things vile; tunnels, great and small, fanned out beneath the halls into the rock of the world, towers and buttresses rose into the sky, and the city sprawled out over hills”. The halls of Aufstrag have fallen into decay now, but Coburg the Undying – one of Unklar’s unvanquished lieutenants – is rumored to lurk within its massive halls, plotting for the day that he will reclaim his power.

(In my opinion, Aufstrag is simply a wonderful excuse for an elaborate dungeon. And I really hope that the Troll Lords return here some day with a product which will explore its dark depths in detail.)

Grundliche Hohle. The Deep Halls, as it is known in the tongues of men, is the oldest of the dwarven realms. Unklar opened it to the darkness and slew or enslaved Angrod’s people. Eventually, though, Dolgan – the last king of Grundliche Hohle – rose up from the slave pits and helped defeat Unklar. Now the dwarves have returned here, to reclaim their ancient land.

The Shelves of Mist. “These gently rolling, forested hills, north of the Darkenfold, are home to all manner of fantastic creatures. The many creeks and small lakes lend to the banks of mist which seem to forever hang over the shelves. ‘Tis said that these hills harbor the gates of Vakhund, doorways to other worlds.”

The Detmold. “An old and dark forest. Its short thick trees grow close together and crowd the northern road. It is said that Queen Ephremere of Aachen became one with the Unicorn here.”

Even in the brief span of 24 pages, it becomes clear that what truly helps After Winer Dark excel is the attention to detail: Specifically, Stephen Chenault has crafted a world in which every detail has been dipped in the fantastic and awe-inspiring. The mountains of Erde have a history; the hills echo with the ring of magic; the rivers flow from springs of time immemorial; and the entire world seems harmonized to an ancient, evocative song. If you can take nothing else from this product, you can take the rich elements from which it has been built and use them to spice your own campaigns.

This is a world of fantasy, above all, which deserves a much more detailed presentation. But, until that happens, we will have to content ourselves with After Winter Dark.

COMMERCIAL DETAILS

A full color poster map (21” x 32”) of the world of Erde is sold separately, also for $5. It is well done for the price, and I honestly can’t imagine using After Winter Dark without owning a copy. Check it out.

After Winter Dark and the After Winter Dark Fantasy Campaign Setting 21” x 32” Map can be ordered directly from Troll Lord Games or from Wizard’s Attic. Both of these have also been packaged with the CD-ROM editions of The Fantastic Adventure, Mortality of the Green, and A Lion in the Ropes for the low price of $10. I have reviewed The Fantastic Adventure, and will be reviewing The Mortality of Green and A Lion in the Ropes in the near future.

Style: 3
Substance: 4

Grade: B+

Authors: Stephen Chenault
Company: Troll Lord Games
Line: Sword & Sorcery
Price: $5.00
ISBN: 0-9702397-0-X
Production Code: TLG 1001
Pages: 24

This campaign setting has been vastly expanded and released as After Winter Dark: The Codex of Aihrde, but there is something still incredibly appealing about the slim, 24-page version I first read 20+ years ago.

This review nearly went astray. It somehow slipped through my original archiving of these reviews and, although I recalled reading After Winter Dark, I had actually remembered NOT reviewing it. (I think because I wrote half of a never-finished review of a later Troll Lord Games campaign supplement.) It was only because a review that will be reprinted next month mentioned that I had written a review of After Winter Dark “that could be found elsewhere on this site,” that I realized something was amiss.

Thankfully, I was still able to track down a copy of the review. And here it is!

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

The Malady of Kings - Troll Lord Games

Each Troll Lord release improves significantly upon the last. The Malady of Kings is a noteworthy, high-level D20 adventure.

Review Originally Published May 21st, 2001

PLOT

Warning: This review will contain spoilers for The Malady of Kings. Players who may find themselves playing in this adventure should not read beyond this point.

A thousand years ago, as the Catalyst Wars which would signal the beginning of the Dark Age fell upon the world, Luther Pendegrantz – guided by visions – set sail from his throne in Kayomar. His wife, Vivienne, guided by visions of her own, knew that she would never see her husband again. Luther found his way upon the Sea of Dreaming, and spent a millennium upon those fabled waters before returning to rejoin his old comrades in overthrowing fell Unklar and ending the long Winter Dark which had rested upon the world in his absence.

Unknown to Luther, however, Vivienne – his long-lost wife – had not found a peaceful death. Pining for her absent husband, she became one of the undead, haunting the royal sepulcher in which she had been quietly inurned. She remains there still, while her husband – having saved the world and been sainted as St. Luther – retired to the Isle of Blight upon the Sea of Dreaming, from which his order of paladins stands guard over the world. St. Luther has recently fallen under the foul curse of ancient enemies, and has been trapped in a sleep of deep dreams within his castle upon the Isle of Blight.

Enter the PCs: Following ancient clues discovered within the legendary Books of Jaran they track down Frieden Anhohe and the Shrine of the Gallant, the ancient crypt of the Pendegrantz family. There they discover – and disturb – the long-forgotten Vivienne. This sudden psychic disturbance summons the arch-mage Aristobolus – now half-mad, but once Luther’s companion and Vivienne’s dear friend. This in turn, brings forth Daladon Half-elf, another of Luther’s famous companions. Both Aristobolus and Daladon mourn for Vivienne’s current plight, and ask the PCs to aid them in relieving her sorrow by summoning Luther from the Isle of Blight to make peace with his wife.

From here the PCs will sail upon the mystic Dream Horn (provided by Daladon) upon the Sea of Dreaming, finding their way – at last – to the Isle of Blight. Here they will converse with a demi-god exiled from his homeland, and – at last – free Luther from his slumber.

GREAT GAMING ENVIRONMENTS

I’ve said this about every single Troll Lord product I’ve reviewed, and I’ll say it again here: They have really incredible settings. For example, in The Malady of Kings you’ve got:

The Eldwood, a subtly fantastic environment, and utterly memorable. The Eldwood is the oldest forest in the world, and its mysteries are both ancient and well-protected. What separates the Eldwood from every other “ancient forest” of generic fantasy, however, is its unique geography: Its outermost reaches are known as the Rimwald, where travel is easy, the trees are far apart, and a small number of human settlements are sprinkled throughout. As one pushes beyond the Rimwald, however, they come to the Festungwald (“festung being an old dwarf word, literally translated as ‘fortress’”) – a tangle of underbrush, younger trees, and wild animals nearly fifteen miles deep in places serving as an effective natural barrier of protection for the Eldwald, the deep woodland of the forest, with oaks which stand like “monumental buildings”. You know, its a subtle thing – but its small touches like these which distinguish the worlds and settings which are truly memorable.

The Sea of Dreaming, also known as the Dreaming Sea, is – in fact – another plane of existence which lies in coexistence with our own (and, possibly, all others). “The sea is a watery plane of chaos, each drop a physical manifestation of a dream. These droplets of the dreams and nightmares of the living creatures of past, present, and future have accumulated over the millennia to form this great ocean. They are infinite in number, and the Dreaming Sea has no bottom.”

The Isle of Wintery Dreams, built by the foul demon who ruled over the world during the Dark Age as a way of corrupting the world of dreams, the Isle of Wintery Dreams remains – inhabited by fiercesome Dream Warriors.

And, finally, the mystical Isle of Blight, where St. Luther rests and rules.

PROBLEM AREAS

When I first started reading The Malady of Kings I was somewhat concerned by the fact that this adventure – unlike Troll Lord’s others – depended very heavily upon the idiosyncratic elements of the After Winter Dark setting. I felt there was a very real possibility that the only way this adventure would be playable was if you were playing it on the World of Erde.

Fortunately, I was pleasantly surprised to discover just how easily this module could be adapted. St. Luther, for example, can be replaced with any ancient hero of your campaign world that might still be alive (and trapped in a magical sleep) – or he could even be a minor noble of some sort. The settings themselves can be transferred fairly easily – swapping villain for villain and hero for hero. The adventure as it stands is of epic proportions – building upon the central mythology of the After Winter Dark campaign setting – and you can certainly maintain that by bending the mythology of your own world. But nothing stops you from toning down the epic elements to a more manageable degree (with little more than some simple name changes).

The only element which could pose serious problems is the Sea of Dreaming. Truthfully, this can be added to any campaign world (and would, in my opinion, be a worthy addition). But it may, of course, have no position in your person cosmology. Again, this is easily worked around: Simply place the Isle of Blight somewhere on a normal ocean in your campaign world. (You only lose one small, and relatively unimportant, scene this way.)

Other than that, I only found a handful of minor problems: Chenault describes one encounter as being of EL 19. While technically accurate (the wizard in the encounter is, in fact, 19th level), it should not actually be described as such (if you were to reward the PCs for defeating the wizard, as the EL rating implies, you would do horrible things to game balance). In some places the boxed text (generally very evocative) trips over the line into poor melodrama and amateur histrionics, which is unfortunate.

The setup and adventure hooks for the adventure are also, in my opinion, underdeveloped. I would have liked a little more detail on why, specifically, the PCs should get interested enough in the passages regarding the Shrine of the Gallant in order to go looking for it. As it stands you have little to no sense for how the PCs get involved in the plot.

There are also a couple of points where you can tell this is an adventure which saw its inception as something which the author ran for his own play group (preserved, most noticeably, in areas where the plot briefly seems to follow the logic his players took, rather than the possibilities which other DMs may face).

These are minor problems, however, and do not noticeably detract from the overall quality of the adventure, or – more importantly – its usefulness.

CONCLUSION

Each new release from Troll Lord Games improves upon the last: Content, lay-out, boxed text, art, maps – the whole nine yards. If they continue along this course, it shouldn’t be long before they’re turning out material rivalling the quality of Penumbra, Green Ronin, and Necromancer.

The Malady of Kings, specifically, is an excellent adventure for 10th level characters. This is a point in a campaign where truly epic themes typically begin to creep into the game, and The Malady of Kings addresses this need perfectly.

Style: 3
Substance: 4

Authors: Stephen Chenault
Company: Troll Lord Games
Line: D20
Price: $7.00
ISBN: 0-931275-01-7
Production Code: TLG1601
Pages: 40

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

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