The Alexandrian

Posts tagged ‘AEG’

Kurishan's Garden (AEG Adventure Booster)

Strange mysteries abound… for the poor DM who needs to decipher Kurishan’s Garden and render it into a playable adventure.

Review Originally Appeared May 21st, 2001

Warning: This review will contain spoilers for Kurishan’s Garden. Players who may find themselves playing in this adventure should not read beyond this point.

WHAT I LIKE

I like the adventure hook: The PCs arrive in a town which is having problems. But the threat isn’t directly to them: They’re not getting food shipments from a different town which has inexplicably ceased communication. Carpenter adds a nice layer to a standard feature of fantasy adventures, and emphasizes the importance of the PCs’ actions by showing the widespread impact of the problem.

I like the premise: Kurishan, a reclusive mage who lived in the village of Darbin, has recently died. Upon his death a number of contingency spells were triggered, designed to transfer his consciousness to a beautiful eternal lily in his spacious gardens. Unfortunately, things didn’t go quite right, and Kurishan found himself instead trapped within a mass of mold, decomposing vegetation, and other debris. Driven a little insane by this turn of events, Kurishan – no longer able to cast spells, but imbued with an ability to control and manipulate plant life – created a strange race of “brainvine”. The villagers, who had yet to realize that Kurishan had even died, were suddenly beset by these vines: Control of their bodies were taken away from them, but they remain awake and aware of what is happening to them (creating a spooky situation in which the PCs can be attacked by people who are begging them to save them).

WHAT I DIDN’T

I dislike the boxed text: It is lackadaisical and subpar. (We actually have small, 10-foot by 10-foot rooms, folks!) While I don’t consider boxed text to be an essential component of a good adventure (take Penumbra’s excellent Three Days to Kill for example), if it is present I expect it to be of high enough quality so that I can actually read it to my players without feeling embarrassed. Poor boxed text which has been made integral to the adventure’s presentation can also hurt the quality of the underlying structure – which is the case here.

I dislike the fact that the adventure fails to capitalize upon its premise: The horror elements are only loosely played with. The situation in the village is entirely static – despite the fact that the PCs are supposedly facing an opponent who is in control of the entire village (and should, therefore, be capable of presenting a dynamic opposition). The PCs are never really given a chance to figure out what’s going on – but are, instead, forced to simply keep reacting until something clicks and the problem goes away (this is a pet peeve of mine – great concepts which only the DM gets to enjoy).

CONCLUSION

Kurishan’s Garden has a good concept and set-up, but then falls down on the actual execution of its ideas. As an Adventure Booster, the low price of $2.49 means that – despite its flaws — Kurishan’s Garden is probably still a good buy as an idea mine if nothing else.

Style: 3
Substance: 3

Author: Ken Carpenter
Publisher: Alderac Entertainment Group
Line: Adventure Boosters
Price: $2.49
Product Code: 8308
Pages: 16

The brainvines are a really cool concept. I should take this as a prompt to finally use them after all these years.

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

Jerimond's Orb (AEG)

From page one, Jerimond’s Orb has problems.

Review Originally Appeared May 21st, 2001

Warning: This review will contain spoilers for Jerimond’s Orb. Players who may find themselves playing in this adventure should not read beyond this point.

I knew I was going to have problems with Jerimond’s Orb right from page one, when I read the following boxed text, which is specifically meant to be read aloud to the players (excerpted):

“My name is Arawn. I remember traveling home to Treefall, to my father’s inn, and then… darkness. […] Please, let me go home to my village. My mother and sister must worry for me. Arawn has no recollection of the encounter with the PCs, the beast he became, or anything that occurred after sunset the evening before.”

Dropping spoilers into the boxed text due to a layout error is a small thing, but it denotes a lack of attention to detail. This opening section of the adventure also betrays another pervasive problem: The assumption that the PCs will do completely illogical things to further the plot. This is one of the worst things a module writer can do, because it practically guarantees that the PCs will take actions which will either derail the adventure (thus rendering the module worthless to the DM) or force the DM to railroad the characters into the proper course of action (thus rendering the module worthless to the players). Specifically, Arawn shows up in the form of a terrible monster – which attempts to attack and kill the PCs. The adventure specifically assumes that the PCs will leave this monster alone and – at the same time – keep him around until morning (when he changes back to his human form).

You know, I’ve played RPGs for more than a decade – and I have never had the PCs in my games leave a homicidal monster alive. (Particularly in D&D, where you really have to go out of your way to capture an opponent alive.)

PLOT

Fifty years ago a wizard named Jerimond left a magical orb to protect his hometown of Treefall. The orb was designed to enhance the natural luck of any creature or area. If the orb is stolen, however, those who it once benefited will fall under a terrible curse: Condemned to turn into beasts (known as mathorn) when the sun sets and remain that way until dawn.

The orb was placed on a statue in the center of town, and has long gifted Treefall with good luck and plentiful harvests. A few days ago, local bandits stole the orb (which Jerimond used as part of a key-and-lock system to secure the treasure stashed at his old house). Now the crops are turning bad and random villagers are turning into vicious monsters.

When the PCs arrive in town, they will quickly have four mysteries to sort out: The missing orb, a dead girl, the plague of monsters, and the local bandits. All four, of course, have their red herrings and true clues – and all four, of course, turn out to be connected to one another.

CONCLUSION

Although Jerimond’s Orb is not without its strengths – most notably the interesting cast of characters that Ree Soesbee introduces – it’s dominated by its weaknesses. Its largest flaw, unfortunately, is the general lack of forethought and planning which Soesbee shows in constructing adventure. Time and again the PCs are asked to do irrational things, make illogical leaps of reasoning, and stumble upon the “correct” course of action.

All the building blocks of a good, solid adventure are here, but they are sadly disarranged and out of sorts. To render Jerimond’s Orb worth playing is an effort which its underlying quality most likely does not justify. There are better things to spend your money on.

Style: 3
Substance: 3

Author: Ree Soesbee
Publisher: Alderac Entertainment Group
Line: Adventure Boosters
Price: $2.49
Product Code: 8305
Pages: 16

Reading this review 20+ years after writing it, I’m left a little confused by ranking of Substance 3. But since I also haven’t revisited this adventure in just as many years, I guess I’ll trust past-Justin’s assessment.

The reprint of this adventure in the Adventure I collection notably corrects the boxed text errors mentioned in this review.

Next AEG Booster Review: Kurishan’s Garden

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

Out of Body, Out of Mind - Patrick Kapera (AEG Adventure Booster)

Out of Body, Out of Mind fails to think things through to their logical conclusions. A poorly conceived premise, killer traps, and an irrational set-up seriously undermine this module’s positive qualities.

Review Originally Appeared May 21st, 2001

PLOT

Warning: This review will contain spoilers for Out of Body, Out of Mind. Players who may find themselves playing in this adventure should not read beyond this point.

The plot of Out of Body, Out of Mind, in brief: Six hundred years ago this area of the world was a turbulent mass of fighting warlords. Then, one of their own numbers – Tirna’gael – gained in sudden strength and struck out against his fellow warlords, quickly coming to dominate the entire region before his death. The newly formed Order of Garadon entombed the warlord in his citadel: A castle of stone which hangs over the simmering cauldron of a volcano.

Although it is believed that the source of Tirna’gael’s power was the ring he wore, the Order of Garadon had actually discovered that Tirna’gael had become the host of a nescent – an invisible and incorporeal demonic entity which exists by possessing mortal bodies. The Order trapped the nescent by slaying the Tirna’gael host body and imprisoning it within an antimagic field.

Rumors now fly that the tomb – which has long been secured by mystic guards – has been broken into. The PCs are dispatched to stop the robbers. Unknown to the PCs, however, is that there is no robbery in process – and it is very likely that they will break the ancient seals on the nescent’s prison through their carelessness.

WEAKNESSES

All right, where to begin?

Let’s start with the premise… which makes no sense. First off, why wouldn’t the Order of Garadon brief the PCs about the true situation? More importantly, why isn’t the Order of Garadon sent in the first place – rather than handing the job over to the clueless? Second, if rumors are already flying about the break-in, why are the PCs dispatched to go to the prison in order to prevent the robbery that’s already happened from taking place?

Once the PCs reach the prison, these illogical premises continue unabated. For example, the mephits which were set to guard the prison don’t wake up until after the tomb has been opened and the nescent released. Apparently the author never understood the irony behind the saying “closing the coop after the chickens have flown.”

Nor is this the only variety of flaw in Out of Body, Out of Mind: Area 7, for example, has a killer trap. That trap can be avoided if a couple of die rolls are successfully made – otherwise it will most likely wipe out the entire party. The trap in area 9 is similarly designed so that escape is nearly impossible.

Out of Body, Out of Mind also uses the technique of keying multiple areas to a single set of text. I appreciate this technique when it is used appropriately. Unfortunately, it is not used so here.

STRENGTHS

Although outweighed by the adventure’s flaws, Out of Body, Out of Mind does have a few notable strengths:

First, Kapera creates the nescent by using the template rules. This idea of using the template as the monster is intriguing, and an interesting design point. I’m not quite sure if it works, but it’s noteworthy.

Second, although it is illogical for the mephit guardians to wake up only after the damage is done, once that happens Kapera introduces a rather interesting dynamic: The nescent will attempt to possess one of the mephits and control as many of the others as possible through its command lesser creatures ability – creating two factions within the fortress. This creates an interesting dynamic for the second half of the adventure (with the PCs trapped in a fortress full of fighting mephits), and if it had been more fully developed could have resulted in a truly fascinating adventure.

Of course, as interesting as it is, it only introduces a new problem into the adventure: Why would you set guardians over the nescent who can be controlled by the nescent? That’s like manning a prison with guards you know have been bribed by the prisoners.

And, at the end of the day, that’s the biggest problem Out of Body, Out of Mind has: The strengths it has are immediately undermined by the faulty foundation on which they have been built.

There are some salvageable elements to be found here, but they are deeply buried beneath the chaff.

Style: 3
Substance: 3

Author: Patrick Kapera
Publisher: Alderac Entertainment Group
Line: Adventure Boosters
Price: $2.49
Product Code: 8306
Pages: 16

Next AEG Booster Review: Jerimond’s Orb

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

The Crypt of St. Bethesda - James Macduff (AEG)

Look, the robbers are living right next door to the man-eating ghouls! The Crypt of St. Bethesda is a textbook example of how not to write an adventure.

Review Originally Published May 21st, 2001

Let me just cut to the chase on this one: The Crypt of St. Bethesda strains credulity beyond the boundaries of sanity.

You’ve got a band of robbers living right next door to man-eating ghouls. Man-eating ghouls who wander through the lair of a giant spider. Giant rats which compete with a carrion crawler over the food provided by an inn’s garbage dump. And all of them live within shouting distance of a pseudo-undead on a killing spree to replace its decaying host.

And all of them live in the basement of an abandoned church!

Ummmm….

(Actually, now that I think about it, it sounds like a bad premise for a sitcom.)

Add in the dash of an illogical adventure hook (which the author knows is illogical because he spends nearly two pages discussing exactly how to force your players to swallow this ridiculous pill – and only succeeds in making it more ridiculous), and you’ve got a truly… ummm… memorable experience.

This one’s a very big dud, folks. Pass it by.

Style: 3
Substance: 1

Title: The Crypt of St. Bethesda
Author: James Macduff
Publisher: Alderac Entertainment Group
Line: Adventure Keep
Price: $2.49
Product Code: 8307
Pages: 16

Because these adventures are so short, the reviews are also short. When I started reviewing them, I actually grouped multiple reviews together to give them a little more bulk. But it turned out that messed with people’s ability to find them through RPGNet’s search function, so as I continued my reviews of the series I started doing them one at a time. Even if they were brief.

Next AEG Booster Review: Out of Body, Out of Mind

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

Tomb of the Overseers / Against the Barrow King

Review Originally Published January 8th, 2001

Tomb of the Overseers and Against the Barrow King are the third and fourth D20 modules in AEG’s Adventure Boosters series. (The first two – Castle Zadrian and Sundered Faithwere reviewed previously.) To recap briefly: The Adventure Boosters are 16 half-pages long, with a map in the middle of the pamphlet, a new monster, and a new magic item. Eight of these Boosters have been released so far, and, at $2.49 each, they’re a great way to pick up a cheap, single session adventure for your gaming group.

Warning: From this point forward, this review will contain spoilers for Tomb of the Overseers and Against the Barrow King. Players who may end up playing in these modules are encouraged to stop reading now. Proceed at your own risk.

TOMB OF THE OVERSEERS

Tomb of the Overseers is an excellent, tightly constructed dungeon crawl. Surprisingly, despite its short length, it also has a definite – and effective – epic quality to it, which earns Ken Villars and John Zinser, the designers, high kudos from me.

Tomb of the Overseers - Kevin Villars & John ZinserThe background for Tomb of the Overseers is evocative: Nearly a century ago a paladin by the name of Lord Eriador led his people to freedom from a great evil. With the land freshly united he was called to continue his fight upon the higher planes, but he left an Overseer to watch over the land in his absence and promised that, if his land was ever in need of him again, he would return upon being summoned from Mount Anduin.

Now, with the Third Overseer upon the throne, the land is in trouble: An evil mage has sent forth his humanoid hordes to oppress the people. The mage has also filled Mount Anduin with foul creatures in order to prevent the people from calling upon their legendary champion. Although three parties have gone and never returned, it is hoped that the PCs will succeed where they failed.

The dungeon itself is, as I’ve noted, of excellent design. Although I would’ve liked to see a greater impact left behind by the three adventuring parties who came this way before, the complex nevertheless has a layered complexity that gives Tomb of the Overseers a nice dynamic during play. Basically there are three things at work here: First, the creatures left by the evil mage. Second, the natural guardians of this place (who will test the PCs to see if they are worthy of summoning forth Eriadon). And, finally, the puzzle of how to access the magical chamber from which Eriadon may be summoned.

The only flaw in this package is the back cover text and adventure hook (which casts the PCs as the long-time residents of Eriador’s country). I consider this to be unnecessarily intrusive upon the DM’s campaign, and a liability in terms of making the adventure truly flexible. Fortunately, this is neatly sidestepped by simply ignoring it.

At $2.49 this one is a definite steal.

(Tomb of the Overseers is designed for 5-6 characters of levels 3-5.)

AGAINST THE BARROW KING

Against the Barrow King is not as strong as Tomb of the Overseers, but is nonetheless well worth the meager price you’re being asked to pay.

Against the Barrow King - Steve HoughThe premise: A village believes itself to be under attack by the disturbed spirit of the Barrow King, whose burial grounds (steeped in legend and superstition) are located only a few miles out of town. It is hoped that the PCs will be able to track down the Barrow King and rid the village of his plague.

The twist: If the spirit of the Barrow King truly rests still within his burial ground, then it slumbers still. The village is actually being victimized by a cult of Vroodith, god of Slaughter, which has moved into the abandoned burial grounds.

That’s not much of a twist – but it adds spice to what is otherwise a straight-out dungeon crawl: The PCs go into the burial ground, root out the cult, and solve the village’s problems.

(Against the Barrow King is designed for 4-6 characters of levels 3-5.)

CLOSING NOTE

As a closing note, let me say that it’s nice to see a D20 producer who’s willing to jump immediately to mid-level adventures. With Atlas Games, Green Ronin, Necromancer, Wizards of the Coast, and several others already turning out high quality introductory modules, I don’t think it’s necessary to keep pumping more material into a market sector which has been safely sated for at least the next year.

Style: 3
Substance: 4

Title: Adventure Boosters: Tomb of the Overseers and Against the Barrow King
Writers: Ken Villars & John Zinser (Tomb of the Overseers) and Against the Barrow King (Steve Hough)
Publisher: AEG
Price: $2.49/each
Page Count: 16
ISBN: n/a
Product Code: 8303, 8304

As I mentioned last time, I had intended to review all of the AEG Adventure Boosters, but stopped after being hired by Fantasy Flight Games to write for their competing line of Instant Adventures.

I might not have finished the project in any case, as after the first batch, AEG published I believe two more batches, for a total of 40+ adventures. That’s a lot of adventures! These were later updated to the 3.5 rules and collected in the Adventure I and Adventure II compilation volumes.

Next AEG Booster Review: Crypt of St. Bethesda

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


JUSTIN ALEXANDER About - Bibliography
Acting Resume

ROLEPLAYING GAMES Gamemastery 101
RPG Scenarios
RPG Cheat Sheets
RPG Miscellaneous
Dungeons & Dragons
Ptolus: Shadow of the Spire

Alexandrian Auxiliary
Check These Out
Essays
Other Games
Reviews
Shakespeare Sunday
Thoughts of the Day
Videos

Patrons
Open Game License

BlueskyMastodonTwitter

Archives

Recent Posts

Recent Comments

Copyright © The Alexandrian. All rights reserved.