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https://www.drivethrurpg.com/product/302021/Ultraviolet-Grasslands-and-the-Black-City?affiliate_id=81207

At the edge of the Rainbowlands stands the Violet City, the last bastion of civilization upon the edge of the ultraviolet grasslands. Even the civilized lands of this world are strange and alien to our eyes — teeming with a multihued humanity (of greenlanders, bluelanders, etc.), porcelain princes (who simultaneously live in multiple bodies psychically linked), body-hopping ultras, and cat lords — and here, where it comes to an end, the setting teems with a fever dream of the fantastic.

The premise of Luka Rejec’s Ultraviolet Grasslands is that the PCs will form a caravan which journeys out into these strange lands and then returns.

The group will start by selecting their reason for journeying into the grasslands. In addition to obviously motivating the expedition, this also determines how the group earns XP. Twelve default options are provided. For example:

  • To make money. Provide the party with a financier that loans them the money for their first caravan (and creates a debt), then consider awarding 1d6 x 100 XP for every new profitable trade route discovered, and for every profitable trade completed.
  • To learn the ancient secrets. A reason that should appeal to wizards. Give each destination a 20% chance of having lore and remains that lead to the discovery of an ancient secret. Once five pieces are recovered, a wizard can spend a week to research the lore and figure out the Teleportation of Innocents or perhaps the secret of Liquid Stone Lamps. Consider awarding 1d6 x 200 XP for every such secret learned.

The grasslands themselves are not trackless wastes. There are established routes and the players will have a map of 32 branching locations leading from the edge of the grasslands to the strange ruins of the Black City on the edge of an oily sea. Here’s one slice of what this map looks like:

Ultraviolet Grasslands - Map Sample

The destinations indicated on the map are vast distances apart (the numbers on the trails between them indicate weeks of travel to reach them). You can think of each destination as a distinct point of light; or as the hub of a wheel, with different discoveries (i.e., adventure locations) available as spokes off of them. A simple structure is given for the PCs to make discoveries from the destination they’re currently in, and the intention is that they will add these discoveries to the map. (You can imagine it slowly expanding in detail as the campaign continues.)

Caravan travel itself is given an elegant, streamlined system consisting of:

  • Time (simplified to weeks of travel, with each week given a specific resolution sequence you can easily walk through while making meaningful decisions)
  • Inventory (with a simple system of “sacks” that make it easy to manage a caravan without getting bogged down in bookkeeping)
  • Supplies & Survival (again, simplified to make it easy to manage an entire caravan of hirelings and pack animals)

The beauty of this is its robust simplicity. What I’m going to call Rejec’s caravan-crawl deserves to be ensconced alongside dungeoncrawls and hexcrawls as a pillar of the RPG artform. It’s an elegant and compelling scenario structure: Rejec provides a clean framework which GMs can fill with content, coupled to a clean set of default actions linked directly to a plethora of potential default goals.

The key insight, in my opinion, is the expectation that the PCs will travel these caravan routes again and again and again. If the goal of the structure was to simply travel from one end of the caravan route to the other (e.g., from the Violet City to the Black City), then you’d be looking at Choose Your Own Adventure prep, and it would be difficult to justify prepping all this branching content when most of it would never be experienced. But because the PCs will constantly be engaging and re-engaging the Ultraviolet Grasslands, all of that material become relevant.

In theory, this is obvious: Both megadungeons and hexcrawls follow similar principles, justifying expansive prep with the expectation that the material will be constantly re-engaged. In practice, though, this is non-trivial to achieve. Although you could simply mandate that the PCs mount multiple expeditions, this can easily decay into a monotonous grind. (You can see a similar problem crop up when people try to run megadungeons as if they were traditional dungeons and expect the PCs to “clear the dungeon.”)

Ultraviolet Grasslands - Caravan

Rejec structures and incentivizes re-engagement with the grasslands in three ways:

First, the Supply & Survival system forces the PCs to return to civilization to resupply (or to explore the trade routes in order to find places where they can re-supply along the way). Even if their ultimate goal were to simply “reach the Black City,” they would still need to repeatedly engage the grasslands in order to achieve that goal.

Second, by making each point on the branching routes an exploration hub surrounded by a cluster of discoveries (which could be theoretically expanded infinitely), Rejec ensures that the PCs don’t exhaust the routes. Like (Re-)Running the Megadungeon, re-engaging the material is always fresh and interesting; not simply a rote repetition.

Third, as a final fillip, Rejec adds a simple Trade & Goods structure. Using this structure, GMs can procedurally generate demand & supply, while the PCs can use market research to figure out the best places to sell their stuff. I have a few minor quibbles about this system (see below), but it creates a systemic pull that encourages players to explore the totality of the trade network.

Then, on top of that, Rejec provides a system for Milk Runs! “If the heroes figure out a milk run, where they can just travel the same journey over and over for profit… let them, but this is boring. Abstract this into a route a henchperson can handle, and roll for cash and complications every year.” So if the system designed to encourage the PCs to explore ever produces an error state where it starts encouraging them to do stuff that’s boring, Rejec provides a solution! This is brilliant!

Oh! Also! Starter caravans! Rejec provides a selection of pre-built caravans custom-tailored for specific purposes (scout, small trader, dungeon exploration expedition, etc.), so that you can just pick one and immediately start playing.

GLORIOUS GRASSLANDS

Ultraviolet Grasslands

Laying aside how excited the book makes you to put a caravan together, the setting itself is absolutely enchanting. The book draws you in and conjures the grasslands before your mind’s eye in an alluring, all-captivating vision. It’s not just the art — which is gorgeous; landscapes like a young Hal Foster on an acid trip with characters designed by P. Craig Russell. The text positively vibrates from all of the rich ideas and evocative imagery Rejec has crammed between the covers. By the time I finished reading, I wanted to be out there exploring immediately.

Honestly, just a sample of the place names should be enough to stir the imagination:

  • The Bone Mines of Moy Sollo
  • The Death-Facing Passage
  • The Cauldron of Revitalized Divinity
  • The Grass Colossus
  • The Porcelain Citadel
  • The Cliff Villages of Ghost and Clan

There is a distinctive attitude and vision which simply leaps off the page. Groping for antecedents to compare the grasslands to, I suggest that this might be what you’d end up with if Hayao Miyazaki adapted Gene Wolfe’s Book of the New Sun: It embodies a seemingly impossible nostalgia for something so alien it shouldn’t be able to resonate with our own sense of a lost past… and yet somehow does, capturing a serene beauty which is nevertheless filled with pulse-pounding savagery.

What impresses me most, though, is how incredibly accessible it all feels. The RPG industry is filled with any number of incredibly ornate and wonderful settings that are incredibly difficult to bring to the table because of how much effort it takes to onboard the entire group (Tékumel being the granddaddy of them all). But despite how fresh and unique and deep the Ultraviolet Grasslands are, I nevertheless feel that I could sit down and start playing this with little more effort than any other game of D&D.

Maybe there’s something alchemical about the borderlands — about the place where civilization (any civilization) falls away — that frees us to explore this strange and wonderful wonderland with eager and open eyes. Or perhaps it’s because Rejec encapsulates so much of the setting into immediately utilitarian elements (like equipment lists) that the players will engage with in play while making the discovery of the rest of the setting de rigeur the object of play itself.

But whatever the case, what Ultraviolet Grasslands overwhelmingly instills in me is a sense of not only how gameable it is, but how much I want to game it right now.

WHERE TO BEGIN?

There are a couple ways to begin exploring the Ultraviolet Grasslands. First, there is Ultraviolet Grasslands: Introduction, which is a free 80-page PDF. Ultraviolet Grasslands: IntroductionSecond, there is the full-fledged Ultraviolet Grasslands and the Black City which is the full enchilada.

Theoretically, if you buy the full book, you should have no need for the Introduction. But I am going to STRONGLY RECOMMEND that even if you rush out and buy a copy of the Ultraviolet Grasslands and the Black City immediately upon finishing this review (and you should), that you should still start by reading the 80-page Introduction.

Why? Well… Remember that beautiful, crystal clear structure I was raving about? In the full book it gets a little… muddled.

First, the full book has opted to move all the location descriptions to the front of the book “for easier reference during campaign play.” Which makes sense from a certain point of view. But without the context of the structure for which this material was designed, it’s somewhat dizzying in its presentation.

Ultraviolet Grasslands and the Black CitySecond, even once you get to the mechanical portion of the book, the material has lost focus on the core structure. In Whither the Dungeon? I talked about how D&D originally included a clear structure for running dungeon adventures, passed through a middle period where the rulebooks still included all the rules without the clear structure, and then eventually arrived at 5E where knowledge of the structure had so atrophied and/or become engrained in the designers that they even forgot to teach DMs how to key a map. It’s interesting watching UVG more or less jump from Stage 1 to Stage 2 of that process for caravan-crawls in roughly 18 months.

If you’re already familiar with the caravan-crawl structure (which you can easily be by reading the Introduction), then it’s easy to see where all of the mechanical gewgaws in the full book — including a lot of new mechanical options — fit into that structure. But if you aren’t, then the full book notably lacks that guidance.

Here’s one small example: Remember the Starter Caravans I mentioned above? In the full book they’re relabeled “Sample Caravans” and the explanation of their purpose (“if you want to skip planning and optimization”) is no longer found in the text. This may seem like a small and perhaps even insignificant change, but in practice I think it’s actually very significant. And even moreso when we’re talking about larger, more pervasive, and more innovative structures.

Similarly, there are a few places where I think the simpler systems of the Introduction are to be preferred. The system for market research is a notable example that I mentioned above: In both versions of the system, it’s problematic that the character’s skill check determines the demand for a trade good in a location (rather than discovering that demand). But the system in the full book really doubles down on this, completely eliminating the aspect of the system where players investigate specific markets. (Instead, they just make a check and get results like, “They need it, but three stops away a place pays x4.”) Systemically this both flattens the results and is significantly less useful to me as a GM.

The full book also includes the SEACAT system, an OSR fantasy system with a fair degree of deviation from D&D. It seems fine, but mostly leaves me cold, so that the best thing I can say about it is that it only takes up about twenty pages of the book. Your mileage may vary, however, and, in any case, it is easily ignored: Ultraviolet Grasslands is easy enough to use with any OSR game, and not particularly moreso with 5E. (With 3E you’d probably need to adjust some of the skill check DCs.)

My last quibble will be that the discoveries are under-developed, being more adventure seeds for the GM to develop than full-fledged content that’s ready to be run at the table. (But considerably less so than most hexcrawl products you may be familiar with, so take my critique with a grain of salt.)

Is any of this to say that you shouldn’t run out and buy Ultraviolet Grasslands the Black City?

Good lord, no! You absolutely should!

Take your first step with the Introduction, but then you need to LEAP into the full book, chock full of Rejec’s beautiful art and the incredible setting guide that will unlock all the glories of the grasslands.

Style: 5
Substance: 5

Author: Luka Rejec
Publisher: WizardThiefFighter Studios & Exalted Funeral Press
Cost – UVG Introduction: Free (PDF)
Cost – UVG & the Black City: $40 or $25 (PDF)
Page Count: 80 (Intro) / 200 (Black City)

UPDATE: As I was writing this review, word came out that Ultraviolet Grasslands and the Black City has been nominated for two 2020 ENnies Awards!

More DM's Guild Capsule Reviews - Descent Into Avernus

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As with our previous installment of these capsule reviews, my goal is to just give a very high overview of my thoughts/impressions of each book. These reviews were written as part of my survey of Descent Into Avernus-related material on the Dungeon Masters Guild while working on the Alexandrian Remix of the campaign. Unless otherwise noted, the material has not been playtested.

You may also want to review this Guide to Grades at the Alexandrian. The short version: My general philosophy is that 90% of everything is crap, and crap gets an F. I’m primarily interested in grading the 10% of the pile that’s potentially worth your time. Anything from A+ to C- is, honestly, worth checking out if the material sounds interesting to you. If I give something a D it’s pretty shaky. F, in my opinion, should be avoided entirely.


WARLORDS OF AVERNUS: This supplement caught my attention particularly because I’m hoping to beef up the warlords of Avernus (we have title!), and it delivers quite nicely with four new warlords with very cool concepts supported by a full suite of stat blocks. I would have perhaps liked just a touch Warlords of Avernus - Rodrigo Kuertenmore flavor (more fully drawn personalities for the gang members in addition to those given for the warlords themselves), but Rodrigo Kuerten has presented a really great, tight package with high utility. Warlords of Avernus is very much worth $2.

  • Grade: B-

BALDUR’S GATE – CITY ENCOUNTERS: When I was running Dragon Heist, I got a huge amount of quality play from Waterdeep: City Encounters (lead design by Will Doyle). That book contains 75 different encounter types, most of which have 3-6 variations, and a random table that splits them up across the different neighborhoods of the city. Borrowing a technique I brainstormed while writing Thinking About Urbancrawls, whenever the PCs went somewhere in the city I would just roll a random encounter for the neighborhood they were going to. It filled the city with life.

So when I saw that there was a Baldur’s Gate: City Encounters book, I snapped it up right quick. Unfortunately, this book (lead design by Justice Arman and Anthony Joyce) is considerably less useful than the Waterdeep version. It includes two sets of encounters: Neighborhood Encounters and Tension Encounters.

The Neighborhood Encounters consist of one encounter for each neighborhood in the city, which is just enough, in my opinion, to not be particularly useful. If I sort of squint at it sideways I can sort of see how you could theoretically have a one-encounter-per-neighborhood structure where the first time PCs enter or pass through a neighborhood you’d use the encounter, which would establish the tone/environment of that neighborhood for the group. (But the encounters here don’t really do that.)

Baldur's Gate - City EncountersThe Tension Encounters are potentially more interesting: They present a five step scale modeling the current level of “tension” in the city and then support this scale with different encounters that can be had at each tension level. How the PCs choose to resolve the encounters can then affect whether the city tips more towards chaos or order!

Conceptually this sounds great, and could provide a great contrapuntal development as the PCs are pursuing their investigation and getting tangled up in Portyr politics. But there are significant problems in practice: First, the scale is supposedly between Order and Chaos, but the actual scale has Pandemonium on one side (with the Cult of the Dead Three performing blood sacrifices in the streets) and Martial Law on the other side (with a corrupted Flaming Fist declaring martial law and instituting pogroms while politicians are assassinated in the streets). It’s thematically incoherent, largely negating the whole point of the exercise.

Second, while promising a system by which the tension meter would change over time, the effort to provide such a system apparently ran aground, with the designers ultimately just throwing their hands up and saying “the DM decides what impact, if any, the encounters in aggregate had on the level of tension in Baldur’s Gate.”

Third, a lot of the tension encounters are kind of nonsensical. Like, there’s one where the PCs are walking down the street when Liara suddenly draws up next to them in a chariot, gives a speech declaring herself Grand Duke of Baldur’s Gate (not how that works), and then offers a ludicrously paltry 250 gp bounty to anybody in the crowd who assassinates any remaining dukes in town.

On that note, the biggest problem I have with the book is that many of the encounters aren’t encounters: They’re scenario hooks to much larger scenarios that the GM would then need to design. (Random encounters spawning unintended scenarios and digressions is a thing that can happen, but they shouldn’t be half-baked into the design.)

The book also includes a neighborhood map of Baldur’s Gate which, for reasons I don’t really understand, doesn’t match any other extant maps of Baldur’s Gate.

  • Grade: D

Baldur's Gate: Monster Loot - Descent Into AvernusMONSTER LOOT – DESCENT INTO AVERNUS: I snagged Monster Loot: Descent Into Avernus because it seemed to directly address something that I feel is, in fact, generally lacking in the 5th Edition adventures I’ve seen: Loot. In short, Anne Gregersen supplies a loot listing for every encounter in the campaign.

The book includes two major new mechanics for equipment: First, the option to harvest body parts from foes. Second, broken items that don’t work until you repair them. Unfortunately, it’s largely on the shoals of these two mechanics that the book runs aground.

The problem with the broken mechanic, primarily, is that it’s just massively overused. Virtually every single weapon and piece of armor listed has been broken. On the one hand, this is relatively easy to just ignore. On the other hand, it feels indicative of a certain skittishness in letting the PCs get “good loot” that’s kind of antithetical to what I wanted the book for.

With a book specifically dedicated to customizing loot lists for every NPC, I was really hoping to see some unusual, eclectic, and flavorful stuff. Instead, in almost every case, it’s just “the weapons they’re carrying, the armor they’re wearing, and it’s all broken.” Which, frankly, I don’t really need. That stuff is already in the stat block.

Where Monster Loot: Descent Into Avernus really unleashes, though, are those harvesting rules: You can skin flesh, yank teeth, and cut off tails that do all kinds of crazy stuff. I was actually really interested in this because I find hunter-based play interesting in my open tables and I’m always wishing I had better support for it. But in this specific instance I found the result slightly… distasteful.

The book says that “harvesting body parts, such as hide and flesh, from humanoid creatures is not something this document covers because we don’t encourage adventurers to tear into the bodies of people.” But it means that in the most literal sense of the humanoid monster type. The book happily provides you the details on skinning angels and all kinds of intelligent creatures (including bipedal intelligent creatures).

At just $2.95 I flirted with giving this one a D, but ultimately I think I’m not going to bother having this at the table when I run the campaign. So, unfortunately…

  • Grade: F

The Hellriders' KeepTHE HELLRIDERS’ KEEP: This supplement adds a new location to Elturel. Conceptually it’s great. Not only does making Elturel a richer location for the PCs to explore make a lot of sense, but Carter VanHuss very astutely notes that the published adventure doesn’t cleanly clue the PCs into the true history of the Hellriders and designs this scenario to remedy that. The descriptions of the environment are really good, with lots of little details that are not only specific, but also packed full of lore. Exploring this space will immersively draw players into the world.

Unfortunately, the book does get a little hamstrung by a couple of structural issues. First, the hook is just another, “NPC tells the PCs to go some place, the PCs go there” affair. To some extent, I can see how his hands were tied by the published campaign itself, but it feels like with a little extra effort several hooks could have been more organically woven into the campaign to make PCs aware of the Hellriders’ Keep.

The more significant problem is the lack of a map: The entire structure of the adventure is exploring the castle, but the two maps in the product are instead battlemaps. Individual areas are keyed and an effort is made to describe how they relate to each other, but without a map it’s all needlessly confusing.

Despite this, I think it’s worth grabbing a copy of this if you’re going to run Descent Into Avernus (even if you will end up needing to draw a map).

  • Grade: C

Monster Hunts: AvernusMONSTER HUNTS – AVERNUS: This book promised to be a bunch of plug ‘n play side quests for use with Descent Into Avernus. I thought this would be a slam dunk in terms of usefulness, providing all kinds of awesome content for fleshing out a hexcrawl of Avernus.

Unfortunately, not one of the one-page scenarios is actually set in Avernus. In this case, “for use with Descent Into Avernus” means that it uses the stat blocks from the appendices of Descent Into Avernus.

Ignoring the disappointing bait ‘n switch (which renders the book completely unusable for what I wanted it for), the scenarios themselves are also very poorly designed (so that I wouldn’t want to use them for anything): For example, most of the dungeon maps, instead of being keyed, are described in rambling, unfocused paragraphs. The text is frequently filled with prima facie nonsense (like a claim in the first scenario that it will take PCs forty minutes to walk two city blocks). And it’s almost impressive how many times they try to force a railroad on PCs even when they’re just exploring a simple dungeon.

The book also promises an “easy to use hunting system,” but I can find nothing of the sort. Instead, the majority of the scenarios lead off with some form of “make this skill check to find tracks or skip the rest of this adventure.”

  • Grade: F

Hellturel - James IntrocasoHELLTUREL: James Introcaso has really hit the nail on the head with Hellturel. This 32-page supplement presents four new locations for Elturel, nicely fleshing out the city for PCs who want to explore it. Not only are the locations well-designed, they are connected using node-based scenario design so that exploring one location will provide leads pointing to the others.

The only thing I would have liked to have seen would be some guidance for how clues could be added to the locations described in Descent Into Avernus in order to also link them to the locations in Hellturel. That creates a little bit of extra lifting. There are also some minor continuity glitches (for example, the first location says the Order of the Gauntlet has moved to the second location, but at the second location there’s only one member of the Order of the Gauntlet and, as far as I can tell, no indication of what happened to the rest of them) that probably needs to be cleaned up.

But, as I say, really good stuff. Recommended.

  • Grade: B-

More DMs Guild Capsule ReviewsGo to the Avernus Remix

DM's Guild - Avernus Titles

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The Dungeon Masters Guild is a truly fantastic resource for 5th Edition games, and when it comes to supporting published campaigns utterly unique in the annals of the RPG industry. The ability to draw from and tap directly into Wizards of the Coast’s books is incredibly powerful, and it means that every time a new campaign comes out a whole flood of well-developed and professionally presented support material springs up.

While working on Descent Into Avernus, I made it a point to periodically survey the available material on the Guild and grab anything that looked interesting or potentially useful. (This was made possible by both my Patreon patrons and also those who click on the DriveThruRPG affiliate links here at the Alexandrian. I wouldn’t be able to justify this cash outlay without you, and as a result you’re supporting not only me, but also these other creators!)

Many of these books I have already recommended or referenced in the Remix itself. But I thought it might be useful to also offer up some capsule reviews of the various books and other products I looked at.

A few quick provisos before we begin:

  • I’m generally aiming for a capsule review, which means just a very high overview of my thoughts/impressions of the book.
  • Unless otherwise noted, none of these reviews represent actually playtesting the material.
  • I was reading these books with a specific agenda: Can I use this in the Remix? I’ve not specifically reviewed or graded them with that in mind, but it’s probably worth your while to keep that bias in mind.

You may also want to review this Guide to Grades at the Alexandrian. The short version: My general philosophy is that 90% of everything is crap, and crap gets an F. I’m primarily interested in grading the 10% of the pile that’s potentially worth your time. Anything from A+ to C- is, honestly, worth checking out if the material sounds interesting to you. If I give something a D it’s pretty shaky. F, in my opinion, should be avoided entirely.


Elminster's Candlekeep CompanionELMINSTER’S CANDLEKEEP COMPANION: The Candlekeep Companion is great. Ed Greenwood himself does some writing on the book and served as a Creative Consultant, giving it a very impressive imprimatur. But where the Companion really excels is relentlessly keeping the focus on play-oriented material. In Part 4A: The Road to Candlekeep, I already described how the book’s delightful random tables can be used to instantly bring the PCs’ journey through the Castle of Tomes to life, and really the whole book is like that. It is constantly about what the PCs can do (or will want to do) in Candlekeep, what the DM needs to do to run those things at the table, and a nice set of tools to empower the DM while they’re doing it.

M.T. Black presents a “Director’s Cut” of the Candlekeep chapter from Descent Into Avernus that was actually what got me excited about buying the book, but I was ultimately underwhelmed by it. The scenario ends up just being a bunch of NPCs dragging the PCs around by the nose to little effect. There are a couple of ideas here (using the Prophecies of Alaundo to push the PCs towards Avernus and using the original gateway used for the Charge of the Hellriders to reach Avernus), but they both need a bit of TLC.

The book is rounded out with some PC character options that look very interesting to me (albeit with maybe a few too many dissociated divination mechanics for my taste) and a rich selection of original spells and magic items that just beg to be used ASAP.

Also of note is the absolutely gorgeous poster map of the castle by Marco Bernardini. The book is probably worth buying for this poster map all by itself, and I’ll almost certainly be hanging a copy of it on my wall when the PCs head to Candlekeep.

  • Grade: B

Shield of the Hidden Lord - M.T. BlackSHIELD OF THE HIDDEN LORD: Written by M.T. Black, one of the co-authors of Descent Into Avernus, Shield of the Hidden Lord tweaks the continuity so that the Vanthampurs are still looking for the Shield. Following leads from Vanthampur Villa, the PCs can go racing to an abandoned temple beneath Hhune Villa and grab the shield first. I don’t really grok this hook: Since the PCs don’t find out about the Shield until the Villa, they won’t go looking for it until after the Villa… which mean the Vanthampurs have probably been eliminated and there’s no urgency in their search for the Shield. It would make a lot more sense, in my opinion, to seed the clues into the Dungeon of the Dead Three and then have the PCs race the Vanthampurs to get the Shield. (This would even allow you to add a Vanthampur delving team to the adventure.)

The design of the sealed temple is pretty good. The key is filled with a lot of evocative ideas. But it can be tricky to do a dungeon that’s been sealed up for a hundred years, and this unfortunately becomes clear as the adventure becomes overly dependent on creatures who have, totally coincidentally, all managed to accidentally stumble into the place within the last few weeks just before the PCs arrive.

I really don’t like the fact that the maps are only located as separate files (and not included in the PDF layout), but including versions both with and without numbers gets two huge thumbs up from me. (Hard to believe in an era of virtual tabletops people are still getting this wrong.)

Since the Remix gives the Shield of the Hidden Lord a different history, you’d obviously have some continuity issues here. With a little elbow grease (and some problem-solving) you could swap out the Shield in this adventure for the Tiamat relics.

  • Grade: D

Baldur's Gate: The Fall of ElturelBALDUR’S GATE – THE FALL OF ELTUREL: The Fall of Elturel provides an alternative starting point for either Descent Into Avernus or Tyranny of Dragons. Conceptually it’s not bad: You start in Elturel, head out into the wilderness to deal with Tiamat cultists and Dead Three cultists, and go back to find Elturel a smoking crater in the ground. Along the way they stage several encounters with Elturgardians so that the PCs will have at least a light personal connection to the city’s inhabitants.

But there’s just nothing terribly exciting about the content, and the structure is problematic. The initial hook is weak and the adventure immediately saddles you with Reya Mantlemorn as a GMPC who constantly tells the PCs what they’re supposed to be doing at every single step (right down to prompting them for specific skill checks). If you’re going to use Reya later it makes sense to introduce her here, but doubling down on her as a railroading GMPC obviously doesn’t work.

It should also be noted that the adventure’s alternate hooks into Descent and Tyranny skip significant chunks of both campaigns. (The hook for Descent is only intended to skip a small chunk of material, but it missteps by immediately identifying Duke Vanthampur as being behind the Dead Three cultists, completely short-circuiting and/or deflating the whole first act.) These hooks are also completely incompatible with the Alexandrian Remix, so if you’re using the Remix I’d definitely skip this one.

  • Grade: D

Lulu's Guide to HollyphantsLULU’S GUIDE TO HOLLYPHANTS: Written by Kienna Shaw & Donathin Frye, I already recommended Lulu’s Guide to Hollyphants in the Remix because it includes a playable PC hollyphant race that will let one of your players take up the role of Lulu. The rest of the book is a little thin (although it does have a good selection of hollyphant NPC stats, including an evil variant, so you can easily add more of them to your campaign). The interpretation of hollyphants is quite twee and full of sparkles, which may limit the utility for you.

  • Grade: D+

CHARACTER SHEET BY SHELBY ROSMYTH: Shelby Rosmyth designed a really nice Avernus-themed character sheet. I wouldn’t use it until the PCs actually head to Hell, but once there I think it will offer a really nice thematic feel at the table. The major drawback is the lack of equipment and spell list support, but the package does include a form-fillable PDF.

  • Grade: B-

Marisa's Blades - Justin M. ColeMARISA’S BLADES: Marisa’s Blades by Justin M. Cole came to my attention as being a tie-in for both Waterdeep: Dragon Heist and Descent Into Avernus, potentially serving as a bridge between those two campaigns. This turns out to not actually be the case, so the adventure was somewhat wrong-footed for me from the start. Cole does a very interesting job of taking elements from a lot of other DM’s Guild supplements and mixing them together into an original adventure (an approach which, in my opinion, enhances the value of both Marisa’s Blades and the other material). Unfortunately, the actual adventure itself is somewhat incoherent: Marisa’s brother has made a deal with a devil, so she arranges for their whole gang to be arrested by the PCs to “solve” this problem… only it’s not at all clear how it would solve anything. The tone is set early with one of the hooks: “Laeral Silverhand walks up to the party on the street.” That doesn’t quite work does it? Multiple hooks, though! That’s smart! Cole has a lot of potential, but this is, unfortunately, unusable.

  • Grade: F

Abyssal IncursionABYSSAL INCURSION: The basic concept of Abyssal Incursion is that Avernus is the front line of the Blood War; thus demonic armies should constantly be pressuring the defensive lines of the Styx and occasionally making deep raids onto the Avernian plains. Thus we have three such demonic incursions designed to be injected into an Avernus-based campaign. Where the supplement excels is Introcaso’s creativity: A gargantuan, demonic worm that serves as a living troop transport/tank. A war barge that carries maze-gates linked to the Abyss which can spit out demon strike forces onto the banks of the Styx.  These are fantastic concepts.

Where Abyssal Incursions comes up a bit short for me is its actual utility: Billed as a supplement for Descent Into Avernus (a campaign for 1st to 13th level characters), both Baphomet’s battle barge and Yeenoghu’s worm feature impossibly difficult demon armies. Despite this, they are both primarily (and almost exclusively) presented through the lens of combat. For example, the notes for roleplaying the CR 23 Baphomet (who is accompanied by a literal horde of demons and can summon even more three times per day) are: “Unless the characters find a way to gain the upper hand, the Horned King attacks them on sight.” and the story hooks include things like, “The characters want to kill … Baphomet.”

(And if the PCs do kill Baphomet, it causes the battle barge to immediately spit out three more demon hordes.)

This would be very useful for a higher level campaign in Avernus, however. (Or perhaps scenarios in which the PCs can gather a horde of their own to go demon hunting.) And, as of this writing, I’m planning to use the third incursion (a crashed elemental galleon from Eberron that’s crashed on the banks of the Styx) in my Avernian hexcrawl. So very much recommended.

  • Grade: B-

More DMs Guild Capsule ReviewsGo to the Avernus Remix

Review: The Quiet Year

May 30th, 2020

The Quiet Year - Avery Alder

The Quiet Year is a map-making storytelling game by Avery Alder. The group will collectively tell the story of a community which, after a long war, has finally succeeded in driving off the Jackals. The community doesn’t know it, but they will have one quiet year — a time to come together, to rebuild, to prepare for the future — before the Frost Shepherds arrive and the game comes to an end.

The central focus of play is the map itself: We begin with a blank sheet in the middle of the table and a brief setup phase will see the group quickly sketch in the broad strokes of their community. We will also determine which Resources are important to our community, and which one of those Resources is in abundance (with all others being in scarcity).

(The Resources section of the setup phase is subtly brilliant: There are no predefined Resources. Instead, each player creates a Resource and adds it to the list. This, all by itself, radically alters the game each time you play it. A community in which Transportation, Solar Power, and Food are the key Resources is a completely different community than one in which Clean Water, Steel, and Mana are the key Resources.)

Once the setup phase is complete, the game proceeds in turns. On their turn a player will:

  • Draw a card
  • Advance active projects
  • Take an action

CARDS: The game is played with a deck of standard playing cards. There are fifty-two weeks in a year and fifty-two cards in a deck, and thus each turn represents a week of time. Each suit of cards represents one season (hearts are Spring, diamonds are Summer, etc.), and each season of cards is randomized.

Generally speaking, each card you draw will offer you an option between two questions. The active player has to answer the question, which will also often mean adding to the map or updating the map. For example, if you draw the 10 of Hearts you must choose between:

  • There’s another community somewhere on the map. Where are they? What sets them apart from you?
  • What belief or practice helps to unify your community?

Whereas the 5 of Spades offers a choice of:

  • Winter elements destroy a food source. If this was your only food source, add a Scarcity.
  • Winter elements leave everyone cold, tired, and miserable. Project dice are not reduced this week.

The game ends immediately when the King of Spades is drawn (and the Frost Shepherds arrive). This can happen at any point in the last season of thirteen cards (even the very first week of winter), so as the year continues more and more uncertainty about how much time you have left will begin to creep in. (And this will naturally influence the group’s predilection towards breaking ground on new projects vs. other options.)

ACTIVE PROJECTS: Various cards and actions will establish projects. Most projects are entirely the creation of the player initiating them and will be given a timeline of 1-6 weeks (i.e., turns). These projects are tracked on the map using six-sided dice, and the dice count down one pip each week.

TAKE AN ACTION: Finally, a player can choose one of three actions. They can Start a Project; they can Discover Something New; or they can Hold a Discussion. Each of these influences the story of the community in different ways.

THINGS I DON’T LIKE

There’s one other “significant” mechanic in the game: Contempt tokens. I’ll let the rulebook explain them:

If you ever feel like you weren’t consulted or honoured in a decision-making process, you can take a piece of Contempt and place it in front of you. This is your outlet for expressing disagreement or tension.

(…)

If you ever want to act selfishly, to the known detriment of the community, you can discard a Contempt token to justify your behaviour. You decide whether your behaviour requires justification. This will often trigger others taking Contempt tokens in response.

And that’s it. As a mechanic, Contempt tokens are empty and meaningless. They’re also somewhat incoherent: The beginning of the rulebook specifically points out that we, as players, have two roles in the game: To represent the community itself and care about its fate and ALSO to “dispassionately introduce dilemmas … create tension and make the community’s successes feel real.” So how is acting to “the known detriment of the community” something that needs to be “justified”? Furthermore, there IS no “decision-making process” in which you can be consulted; the game explicitly tells you NOT to discuss the decisions you have to make in the game.

Having played with Contempt several times, I’m simply going to be dropping them from future sessions. They don’t add anything to the game and, worse yet, simply confuse new players due to their incoherence and lack of point.

THINGS I DO LIKE

Everything else.

The Quiet Year is a beautiful game that creates beautiful stories. The choices presented in each season are elegantly balanced to push play in particular directions without drowning out the creative input and interests of the players.

The storytelling engine is specific enough to push interesting events into the narrative, but general enough to never constrain you: You can set The Quiet Year in a post-apocalyptic wasteland, a Martian colony, the African savannah, or a Middle Ages village just after it’s been scourged by the Black Death and never hit a discordant prompt.

You can learn The Quiet Year in about 15 minutes, you’ll get 3-4 hours of play before the Frost Shepherds arrive, and then — if you’re anything like the people I’ve played with — you’ll immediately begin trying to figure out when you can play it again.

(There’s also an alternate setup you can use for a shorter game if you’d like.)

A FEW OTHER DETAILS

The game is designed for 2-4 players, but I found that it expanded well to 5 or 6. (I did not play with only two players, although I am curious what that experience would look like.) The designer has noted in online discussions that the primary problem with a larger player count is the down time between turns, so this will be at least somewhat dependent on how much your group is entertained in the audience stance. (Players also often have narrative input on other players’ turns.)

In addition to an $8 PDF, The game is also available in a $50 bag that contains everything you need to play: Rulebook, custom cards (with the text printed on them so you don’t have to consult the tables in the rulebook), dice, and counters. I, personally, don’t think the experience offered by The Quiet Year is worth that much, but your mileage may vary.

A QUIET YEAR

I wasn’t sure how well The Quiet Year would play online in the Era of COVID-19, but it was actually a spectacular experience. You’ll obviously need some form of shared whiteboard for the group (I found that one built into Zoom worked just fine). You can try to get fancy with the playing cards, but I found it easy enough to just act as a facilitator with a physical deck of cards to one side of my keyboard.

The one thing I will say, is that I think post-apocalyptic narratives have a completely different feel when you’re playing them during an actual apocalypse. And this impact is particularly substantial if it’s an interactive medium.

To give you some sense of what The Quiet Year is capable of, this is the narrative of one game that I played: Our community collapsed completely and murdered each other in internecine warfare. (So the year was perhaps not as quiet as it might have been…)

Our village was located in a valley. At sunrise and sunset we all stopped and collectively meditated upon the passing of the days.

Some among us even went so far as to worship the Sun.

Expeditions beyond the mountains to the west returned with members horribly burned by a “bright light.” Clearly they had found the place where the Sun sets and been burned for their hubris.

The Sun Sect grew.

To the southeast there was a horrible Pit; a bottomless black void. It was surrounded by skulls and strange runes. No one had placed them there; no one dared to touch them.

One day a woman named Petra climbed naked out of the Pit and came to the village.

Other outsiders came who wore Moons on their clothes. They were ostracized.

Petra and another girl named Sibyl convinced many young members of the village to enter the Pit and learn its mysteries.

They did not return.

We reclaimed the mine to the southwest. Our supply of metal was abundant! But we discovered that those working at the site contracted a strange disease that made them incredibly pale. They were referred to by the slur of “moon-facers,” and this term was soon being used to also refer to those who wore the symbol of the Moon.

Around this time, a flood destroyed our food stores. Tensions grew between the Sun Sect and the Followers of the Moon.

Faced with this persecution, some of the Followers of the Moon assassinated three of the four Elders who led our village. They then fled to the northern end of the valley, leaving the last remaining Elder — a man named Jonas — in charge.

Jonas was a member of the Sun Sect. He took control of the citizen’s militia and reforged it as the Swords of Dawn.

A few weeks later, foresters heard the voices of Petra and Sibyl among the trees of the forest. Their words could not be understood, but they seemed filled with portent.

A beam of purple energy shot out of the Pit. The faces of the others who had gone down into the Pit could be seen writhing within it. Petra herself emerged from the beam and declared herself a Priestess of the Moon.

Jonas died in his bed, pale as if moon-touched. The community was left leaderless. (Elders could only be nominated by existing Elders, Jonas had refrained from doing that, and now all the Elders were dead.) The Sun Sect moved into the power vacuum and the Swords of Dawn enforced order.

The Sun Sect declared that the Pit had grown ascendant because we had turned out back on the Sun. They decreed that a child must be taken to the highest mountain in the east and sacrificed to the rising sun.

This was done. Almost the entire Sun Sect marched up to the mountain peak.

But as the sacrifice was about to be performed, a huge avalanche wiped out the entire expedition.

Petra and the moon-facers took control of the village. A string of murders followed, leaving mutilated bodies in the woods. Then the beam of energy from the Pit washed across the sky, blotting out the Sun.

One of the last surviving members of the Sun Sect — angry, vindictive, and driven mad by this last divine sign — set fire to the forest! Our stores of lumber and the entire northern forest was destroyed.

When the envoys from the south arrived to trade their grain for our lumber, we were unable to pay them. Trade collapsed. The famine worsened.

But the morning after the fire, a beam of golden energy shot up into the sky from the site of the child sacrifice.

So there was a golden beam to the northeast and a purple-black beam to the southeast.

A new religious leader emerged: Wren argued that we had strayed too far from the Way of the Sun and we needed to sacrifice MORE children into the Sun’s golden beam, to at least match the number who had passed into the Pit.

Wren led a pilgrimage up into the mountains and they did, in fact, cast many children into the golden beam. The energy of the golden beam spread, blotting out the black dome that had shaded the valley and replacing it with a golden dome of sun-like light.

But the light shone 24/7.

Many in the village suffered from sleep deprivation as the eternal light shone on.

The valley was then hit with a plague, which further decimated the population. Then a massive thunderstorm rolled in. It rained for days and days and days. The river flooded, wiping out our village and forcing the population to scatter into the hills, creating a number of small, scattered “niche” communities.

As the waters receded in the valley below, we saw — in the burnt fields of the forest — what we at first thought were new trees. New trees that grew rapidly with the blessing of the Sun’s eternal light!

But what actually grew was strange: Purple-pink growths that fruited large, pear-shaped fruits that glowed with a bluish light.

Strange goliaths, of whose existence we had seen hints on our earlier expeditions, came from the west and settled among the strange trees, somehow feeding upon the glowing fruits.

An entire niche community vanished mysteriously overnight. When people from a neighboring community arrived, they found food still cooking over open fires. The only clue was the word RELLIK scratched into the dirt.

At the opposite end of the valley, it was discovered that the skulls and bones of the children sacrificed to the golden beam had appeared in the bone ring around the Pit. This connection between the two beams raised metaphysical questions that our desperate community had no time to properly consider.

A children’s crusade led almost all of our remaining children back down to the floor of the valley. There they ate of the glowing fruits.

Petra was badly beaten. She was forced into hiding, circulating from one family to another to hide her from the Sun Sect.

One of these families, seemingly driven mad, killed and ate her.

Other incidents of cannibalism forced the niche communities into armed compounds that no longer spoke to each other.

Strange changes were seen among the children eating of the purple pears.

The Swords of Dawn marched on the mine to wipe out that source of the “moon-faced plague.”

As the mine burned, the Frost Shepherds arrived.

A QUIET YEAR.

Style: 4
Substance: 4

Author: Avery Alder
Publisher: Buried Without Ceremony
Cost: $8.00 (PDF)
Page Count: 15

 

The Rise of Skywalker

SPOILERS AHOY!

Insofar as it is possible for a movie to be objectively bad (in terms of internal logic, continuity, and so forth), this movie is objectively bad.

Insofar as it is possible for a movie to be subjectively awful, for me this movie is awful. Almost unremittingly terrible. Total garbage.

As I wrote in my reaction to The Last Jedi, the sequel trilogy — as a result of the foundation thoughtlessly laid by J.J. Abrams in The Force Awakens — is fundamentally built on a nihilistic foundation that diminishes the original films instead of building on them: “If you accept the sequel trilogy as canon while watching the original trilogy, it makes the original trilogy films weaker and less powerful. And that’s really not okay, in my opinion.”

Impressively, with The Rise of Skywalker, Abrams has done it again. Not only does the film make the original trilogy exponentially worse if you accept it as canon, it manages to ALSO make The Force Awakens and The Last Jedi retroactively worse films if you accept it as canon.

We could talk almost endlessly about the myriad ways in which this is true — the incompetent damage done to the mythic arcs of Anakin and Luke by bringing Palpatine back; the retroactively neutered character arcs; the thematic incoherence; and on and on and on — but it’s largely pointless because the film is so godawfully bad that it just doesn’t matter.

Trying to analyze all the ways in which this movie is terrible is actually a fractal exercise in madness. You can talk for hours and not exhaust all the ways in which the film is bad, because the closer you look at the film the more flaws you discover. So rather than trying to do that, I will instead look at two significant ways in which the film is terrible and hope they will serve as exemplars of all the other ways in which the film is terrible.

PALPATINE’S FLEET

Palpatine's Fleet

One of the film’s major problems is that it’s filled with nonsense. Palpatine’s fleet is a good example of this because every time the film mentions them, it seems really committed to making them even more ridiculous.

First, the ships were apparently buried and erupt out of the earth. This makes no sense. They aren’t designed to land. It doesn’t make sense that you bury them.

Second, they show a comically large number of them on screen. It seems as if the image is meant to be threatening, but it misses the mark and ends up in the comedic absurdity of a five-year-old who has just learned how to copy and paste in Photoshop.

Third, we discover that “his followers have been building [the fleet] for years.”  But… how? Where did the supplies come from?

Fourth, we’re told that in 16 hours “attacks on all free worlds begin.” This is an almost comically short amount of time for them to even pretend to deal with the problem, but don’t worry: The film will shortly make it clear that this is impossible.

Fifth, we’re told that the fleet will increase the First Order’s resources “10,000 fold.” Assume that the First Order has as few as 100 ships currently. We’re being told that Palpatine has one million Star Destroyers. The visual was comedically inept before; the dialogue makes it even more absurd.

And where are the crews for these ships going to come from? This scene also features First Order leaders declaring, “We’ll need to increase recruitments. Harvest more of the galaxy’s young.” Okay, great. Let’s say a star destroyer only needs a crew of a hundred people. So you immediately kidnap a hundred million kids and instantaneously have the infrastructure to indoctrinate and train them. Great. Your fleet will be ready to go in, I dunno, let’s say 10 years?

This is, of course, the fleet that’s supposed to be launching attacks in less than a day.

Sixth, it’s revealed that every single star destroyer has a Death Star laser strapped to its belly.

… no comment.

Seventh, we’re told that the ships can only leave Exegol one at a time by following the signal from a navigation beacon. This is, prima facie, stupid. The film will also contradict this claim multiple times. But whatever, let’s accept the conceit that you can trap the fleet on Exegol by destroying the navigation beacon.

But if this is such essential infrastructure, why would you only build one tower? And why is it completely undefended and unshielded? And given that it’s completely undefended and unshielded, why do the good guys need to land a ground assault team?

Seventh, ha ha ha. Just kidding. The star destroyers can totally have navigation beacons built into them that will allow them to leave Exegol without a ground-based navigation beacon. They just turn that ground-based beacon off and use the ship-based one instead!

But only one ship has it! Because why would you include “able to leave drydock” technology into more than one ship?

Okay. Fine. It’s a very super-special navigational tower and it’s super-expensive and they can’t include it on every ship. Or even more than one ship. Sure. I mean, we’ll ignore the fact that the Rebels didn’t require one of these super-special navigational towers and Rey broadcast the navigation signal across hyperspace from an X-wing, but, sure, those are the “rules” and that’s just—

Eighth, GOTCHA! They blow up the super-special navigation tower, but the star destroyer can still send out the navigation signal! Ha ha ha ha ha ha ha ha ha ha! Any star destroyer could do it, in fact!

Ninth, so they blow up the whole star destroyer! And that’s it! No way out now! Hee hee tee hee.

What’s that, you say? The ground-based navigation tower was never destroyed and could just be flipped back on? And then none of it matters anyway because they just blow all the star destroyers up?

Ho ho hee ha ha ha ho ha.

Joker - The Killing Joke

To be clear: The whole movie is like this.

Take virtually any element of the film and you will find nothing but nonsense. (Think about the Sith dagger for a moment if you’d like to see what I mean. Really think about it: Where did it come from? Why does it exist? What function was it supposed to serve? And how lucky was Rey when she walked up to that one specific, unmarked spot on the coast?) And many of these separate areas of fractal nonsense end up overlapping with each other, which serves to exponentially increase the stupidity.

ROSE

Rose & Finn

Beyond the nonsense, the other pervasive element in The Rise of Skywalker is the unrelenting retconning of The Last Jedi. It is not merely that the instances of this are so numerous as to be beyond easy cataloguing, it’s that they’re all so… pointless. For example, rolling back Poe’s entire character arc so that he’s once again not ready to assume the mantle of leadership doesn’t lead the character anywhere interesting, it just puts him in a stunted cul-de-sac. Kylo Ren reforging his helmet similarly doesn’t go anywhere; he wears it a couple of times, takes it off largely inconsequentially in the middle of a random scene, and then we just never see it again.

But perhaps the best example of this is how Chris Terrio & J.J. Abrams did Rose dirty.

Rose, of course, was the new major character in The Last Jedi who became an important mentor and friend to Finn before eventually falling in love with him.

And in The Rise of Skywalker, she is basically nonexistent: She pops up here and there to deliver lines as Generic Rebel Person, and is never given a single meaningful contribution or interaction with the other cast members.

Okay. That’s unfortunate. But maybe it’s just unavoidable? There’s already a lot of stuff going on in this movie and it’s possible there just literally wasn’t time to include more material for Rose.

Except, no. Because the movie goes out of its way to create a different female sidekick for Finn who can hang out with him for the final mission. It’s painfully clear that it would have taken literally zero effort for Rose Tico to fill that role. The only reason not to do this is because you’re deliberately attempting to erase The Last Jedi.

But just ignoring Rose isn’t enough. They even include a little scene where Finn says, “I’m going to sacrifice myself,” just so Rose can say, “Okay,” and contradict herself from the last film. (And then somebody else gets to rescue him anyway.)

Is it just sheer pettiness? An abject cowardice that waves the white flag to the most disgusting, misogynist, racist trolls in Star Wars fandom? It ultimately doesn’t matter. It’s a travesty.

To be clear here: It doesn’t matter whether you liked The Last Jedi or if you hated it. Expending all of this narrative energy in order to retcon the previous installments in a series for no other reason than to “fix” some abstract point of continuity that you consider to be “broken” is not how you make a good film. It’s not that continuity isn’t important; it’s that when you focus on continuity-for-the-sake-of-continuity, you are failing to do literally everything that goes into telling a great story.

There are whole scenes in this movie that exist for no other purpose than to say, “Remember this thing that happened in The Last Jedi? WELL, IT NEVER HAPPENED.” These suck the oxygen out of the room. They do not further plot or character or theme. They take up space and time that could be better focused on virtually anything else, disrupting effective pacing and structure.

CONCLUSION

There’s other stuff we could talk about here. Like how the film not once, but twice pretends to kill off a legacy character only to bring them back and then have them do literally nothing else of consequence for the rest of the movie. Or how the movie lacks any subtext, even going so far as to introduce a new droid whose entire job is to announce what emotion you’re supposed to be feeling at any given moment. Or that the movie is trying to cram about three or four times more content into it than the filmmakers are capable of integrating. Or some of the truly baffling editing choices that cut away from the action for no discernible purpose. But it’s all just variations on a theme.

And that theme is:

This movie is total garbage.

There are a handful of moments that are legitimately beautiful or clever or poignant. But I mean that literally: I can count them on one hand. And they are fleeting and largely inconsequential to the whole.

I am certain that I will not dissuade anyone who was planning to see this film from doing so. But I honestly wish that I had not seen it myself.

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