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Foul Machinations: Macabre Manses – Part 1

collected souls 1

To kick off this month of spooky adventures, scary sidequests, and horrifying game content for running a terrifying tabletop game (we’re calling it Macabre Manses) RPG Superstar Steve Helt got dark with the starving soldiers haunt, and Cody Martin wrote an article on creative races.

Getting into the nitty gritty, Tim Snow brought us to the haunted estate. Justin Andrew Mason introduced a crazy old woman, her devious theatrical stage, and fleshdolls (both how one becomes one, and how that works) before bringing it all to a (fiery and) dramatic close, revealing the story of how the antagonist came to be so wildly insane before finishing the first week of Macabre Manses.

This week’s Macabre Manse started out with Joshua Gullion’s pumpkin golem on Statblock Sunday, a terrifying, gourd-headed monstrosity—paying tribute to Joshua, it is the centerpiece of this week’s blog posts. Continuing with the pumpkin theme, Magic Item Monday introduces the jack-o’-lantern, a dangerous magical guardian to haunt and harass your players!

Breaking from pumpkins, the children’s game of Hangman is reimagined as the deadly hangman trap on Trap Tuesday. Then, Steve Helt introduces phobomancy, or fear-based magic on Weird Wednesday, replete with the scared to death haunt. On Thursday, we begin to tie this all together with the story of Hensley’s Mansion. This details an odd, frugal mage’s attempts to cheaply make golems which led to his house phasing out of existence, only to return with a blood moon every Hallow’s Eve.

It is wrapped up on tomorrow’s Sidequest Saturday, with the Golem Patch. Can the adventurers solve the mystery of Hensley’s Mansion before a horde of pumpkin golems is unleashed on the world, funneling in from the plane of terror?

We know that Joshua loved Halloween, and we hope that he would have appreciated this week and month of Halloween based stories as Adventureaweek brings you four different interpretations of the classic haunted house with Macabre Manses.

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Magic Item Monday (Macabre Manses): Jack-o-Lantern


Aura strong necromancy; CL 15th
Slot none; Price 6,000 gp; Weight 5 lbs.

This pumpkin has a frightening visage carved into the front of it and a light from inside casts flickering shadows across the walls.

When lit a jack-o-lantern projects shadows on the floor, walls and ceilings within 30 ft., all taking on the shape of the carving on the pumpkin. There are as many as 2d4+1 of these shadows projected. The projected shadows require a DC 18 Perception check to spot. Each of these shadows can make a melee touch attack vs. a single target with a +4 bonus, dealing 1 Strength damage on a successful hit (no save), and causing the target to be frightened for 1d4 rounds, or shaken for 1 round if a successful DC 15 Will Save is made. The shadow disappears after the attack, successful or not. The shadows can be destroyed by exposure to sunlight or the equivalent; when they have all attacked or been destroyed, the jack-o-lantern‘s light winks out.

The pumpkin itself can be physically destroyed (AC 5, 2 hp) but if it is physically destroyed, the light immediately goes out and a single shadow streams out of the pumpkin, attacking the jack-o-lantern’s destroyer. There is a 5% chance that shadow is a greater shadow.

Once lit, the pumpkins are active for 8 hours, and then they no longer function. They do not function in daylight.

DC 15     Bad things happen to those that disturb a jack-o-lantern.
DC 20     Jack-o-lanterns are often found near and around occult ceremonies.
DC 25     Jack-o-lanterns are deployed to guard their own.

Requirements one pumpkin (5 lbs. or more), create undead, cause fear; Cost 3,000 gp

The Macabre Manse’s grounds have been liberally sprinkled with jack-o-lanterns—the mere sight of these keeps most at bay.

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Statblock Sunday (Macabre Manses): Pumpkin Golem


To celebrate the life of our dear friend Joshua Gullion, this week’s blog entries are based on one of his favorite creatures from the many he designed.

A twisted mass of vines and pumpkin gourds formed into a mockery of a humanoid form, this golem moves with unnerving grace and agility.

Pumpkin Golem     CR 8
XP 4,800
N Large construct (plant)
Init +3; Senses darkvision 60 ft, low-light vision, Perception +0
Aura frightful presence (60 ft., DC 21); fear aura (30 ft., DC 17)

AC 19, touch 14, flat-footed 15 (+4 mage armor, +4 Dex, +1 natural)
hp 76 (8d10+30)
Fort +2; Ref +5; Will +5
DR 5/adamantine; Immune construct traits, magic, mind-affecting effects, paralysis, plant traits, poison, polymorph, sleep effects, and stunning
Special Defenses permanent mage armor

Speed 30 ft.
Melee slam +12 (2d6+4) or scythe +12 (2d4+3/x4)trip

When acting as a guardian, the pumpkin golem keeps to the ground, looking like nothing more than a small pumpkin patch. It rises and uses its frightful presence and fear aura while attacking with its scythe. Once a target is prone, it uses its slam attack to pulverize the victim.

Str 16, Dex 19, Con —, Int —, Wis 14, Cha 1
Base Atk +8; CMB +12; CMD +25 (30 vs. trip)
Skills Perception +18, Stealth +10

Environment any
Organization solitary or gang (24)
Treasure none

A pumpkin golem is crafted from pumpkin gourds and the vines upon which they grow, assembled into a roughly humanoid body with articulated limbs. A favored golem amongst the arcane community lower on the financial scale for the ease of securing the raw material at an easy cost, the pumpkin golem is typically crafted within the patch that its raw components grew. A pumpkin golem stands 7-1/2 feet tall and weighs on average between 300 to 400 pounds.

The pieces of a pumpkin golem are assembled from vines harvested fresh from a pumpkin patch, with their gourds still attached. The gourds are woven throughout the vines, with one each for the torso and head of the golem. The components are dusted with a mix of rare powders and herbs worth at least 500 gp.
CL 12th; Price 9,000 gp

Immunity to Magic (Ex) A pumpkin golem is immune to any spell or spell-like ability that allows spell resistance, with the exception of spells and spell-like abilities that have the Fire descriptor, which affect it normally. In addition, certain spells and effects function differently against the creature as noted below.
Warp wood or wood shape slows a pumpkin golem (as the slow spell) for 1d6 rounds. (no save)
– A plant growth spell heals the pumpkin golem for 1d6 points per caster level.
Frightful Presence (Ex) The very presence of a pumpkin golem is unsettling to foes. Activating this ability is a free action, usually done as part of an attack or charge. Opponents within 30 ft. who witness the action must make a DC 14 Will save or be shaken for 5d6 rounds; creatures with 4 Hit Dice or fewer are panicked instead. This ability does not work on those with more Hit Dice (8) than the pumpkin golem. An opponent that succeeds on the saving throw is immune to that same golem’s frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
Fear Aura (Sp) A pumpkin golem may activate its fear aura three times per day. This aura manifests itself visually as an arcane flame erupting from within the golem’s “head”, shining a sickly, flickering light from its eyes and mouth. The flame is a prestidigitation effect and causes no damage; in all other regards this acts as a fear (DC 17) spell.

Pumpkin golems were the favored guardians of Mad Mage Hensley. Those intrepid enough to wander near to the mage’s mansion would often be found screaming in fear, reporting that a walking mass of vines with the flaming head of a pumpkin was the last thing they saw. Rumor has it that the disappearance of Hensley’s Mansion, together with its mysterious reappearances on harvest moons was the result of Hensley trying to create an army of these golems for some unknown nefarious purpose.

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EZG reviews the FREE A0 – Crow’s Rest Island

 A0 – Crow’s Rest Island

This module is 23 pages long, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, leaving us with a total of 19 pages of content, so let’s check this out!

Now this being an adventure review, the following review contains SPOILERS. Potential players may wish to jump to the conclusion.

All right, still here?

After a short introduction to the area in which it is set in the default campaign setting of – essentially, the PCs will be people of the Klavekian kingdom, largest of the human realms and sent to the icy frontier of the kingdom to help the settlement Rybalka, which lies right at the border of Vikmordere-territory: Feared savages that could be considered a wild blending of Viking and Native American cultures. That out of the way, the module kicks off without much ado – the PCs are traveling en route to Rybalka for fame and fortune and on their way, they’ll need to pass the notorious “Crow’s Rest Island”.

When passing the island on their ship of Vikmordere-build (which comes fully mapped in gorgeous detailed full color with  maps (on deck, below deck, in a snow-storm and in full-blown snow-storm – awesome), they are forced ashore by the weather and see a weird white crow. In the island’s woods, they encounter a party of kobolds and it is also here, the PCs can start to piece together what has happened here. When kobolds were washed ashore on this island, their shaman summoned an ice demon to get rid of the local Vikmordere population. The wild men, confronted with the demonic entity faced annihilation and in order to save them, an adopted Vikmordere attempted a ritual that was interrupted by the kobolds. This ritual gone haywire has trapped the spirits of the Vikmordere on the island. The lavishly illustrated village of the Vikmordere contains the remnants of the kobolds and there, amid ghostly visions, the PCs can secure the missing item for the ritual and help the spirits of the dead find peace.



Editing and formatting are top-notch, I didn’t notice any glitches. Layout adheres to AaW’s latest 2-column standard with its more streamlined boxes and easier to read fonts and the artworks in full color range from awesome (vista of the village) to not-so-awesome (cover). As I’ve come to expect from AaW, the cartography is simply stellar and especially the weather and its effect on the ship is AWESOME. A great idea and something I’d love to see used in other modules as well. If you register at, you can also download for free all artworks (including a handouts through a spyglass), profiles of the AaW-iconics, high-res jpegs of all the maps, png-tokens for NPCs and adversaries and herolab-files. While usually I would complain about a lack of a backgroundless version of the pdf, this module is free, so it gets a pass on this one. The pdf is extensively fitted with nested bookmarks.

There are sometimes modules that as written are not too exciting, but spark the imagination via iconic locales, nice presentation etc. and this is one of them: The location presented in the module is cool, creepy and offers quite some potential for expansion by the DM – and expanded it should be, for the simple encounters fall flat of the awesomeness of the backdrop. Indeed, I wished this was not a free prequel module, but rather a full-blown haunting-investigation. Think about it: Traps in the wood, a deserted village, the sense of being watched, mysterious crows, weather worsening and keeping the PCs stranded on the place and then, the strange hauntings begin – every DM worth his salt can construct a complex investigation from this yarn instead of handing out the solution to what happened on a silver platter to the PCs. Were this a commercial module, that would exactly be what I’d complain about. It’s FREE, though, and every module that excites me enough to even contemplate expanding it like I just described is worth downloading and in fact, does a great job. Were I only to rate the module as it can be seen in the pdf, I’d probably go for 4 or 3 stars, depending on a hypothetical price. But since this pdf is free, comes with good production values and sparks one’s imagination, I’ll instead settle on a solid verdict of 5 stars – come on, it’s free and you know you at least want to scavenge the maps. 😉

Endzeitgeist out.

Link to download A0: Crow’s Rest Island

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Interview with Joshua Gullion of

Larry Elmore and Joshua Gullion talk about the good ole days

Every week you get an amazing adventure filled with incredible illustrations and jaw-dropping cartography, as well as access to an entire website filled with everything one could ever want or need.  Ever wonder who works here and how they do this week in and week out?  Well now you’ll finally be getting some answers.  Each week we’ll be interviewing a member of the crew to see how every week they pull off what others have called “impossible”.

Joshua Gullion is a member of the Adventureaweek crew as well as an avid RPG reviewer as Ktfish7 on numerous sites including Paizo, NERD TREK, and DriveThruRPG.

Hello Joshua, how are you this fine evening?

Hello Jonathan, I’m doing good.  How about yourself?


Excellent, although my ogre miniature was a bit out of control on Google Hangouts today… enough about me… 

Please tell us a little about yourself and what you do at

Well, I’m your atypical gamer, I got hooked on funny shaped dice as a kid and never really shook the habit, lol.  I believe my technical title around the camp is “That crazy insomniac who builds the PDFs”…but don’t quote me on that…


What creative project are you working on right now?

Hmmm….right now…currently, in between PDF builds and the occasional review I am working on….I have two adventures both in a raw stage at this point that silently scream at me from time to time demanding my attention.  I also sparked a thought for a third adventure to add to the mix last night, but that is still very much a raw idea, with the introduction of a new golem creation amongst other things.


The Adventureaweek Campaign Setting is growing!  Tell us what part of the world you’re working on and what treats are in store for our members.  We’ve been hearing rumors about Were-Jaguars…  😉  Droooool…

NaeraCull combines many influences of Aztec inspired fantasy with the classic feel of the jungles and rain forests of old.  Dark dangerous truly ALIVE places…the type of lands where even the plants will eat you.  Where the drums of various tribes will haunt the winds while things moving just outside of sight will hunt you until you can run no further.  Populated with a people who never walked away from the older Gods, and the worship of the spirits of the land, the indigenous people of NaeraCull share a special relationship with both animal and fey in many areas of their jungle.

Living just outside of the treeline, for the most part, are a completely opposite people.  The Wandering Nation settled here in an accordance with an agreement between their leaders, and those of the indigenous tribesmen.  Creating a perfect buffer between the secrets of the jungle and the outside world, the Wandering Nation were granted a home in return for functioning as the first line of defense for the jungle itself, and the way of life that still exists under the dark of the canopy.

There’s so much more to be said, but it is early yet, and I don’t want to give away too much…lol   I will however answer in regards to the were-jaguar.  Deeply rooted into NaeraCull mythology and belief is that Jaqua, Mother of the Hunt, blesses her faithful with the glory and power of a true predator.  Lycanthropy is not seen as a disease to the tribes of NaeraCull, but rather a gift of faith.  Not all who contract the disease survive its incubation, but those who do are revered as blessed, and typically rise to the status of legend amongst their people.  Oddly, within these lands, few who undergo and survive the change lose their mental attachments to those they know, nor does their intellect diminish.  In short, unless the change goes bad, rarely does a were-jaguar turn on their tribesmen.

The were-jaguar play heavily in the first adventure for the lands of NaeraCull, planned to be finished soon and released soon after…with plans to make the race available as a PC option as well.


What would you tell folks who are sitting on the fence, wondering if they should subscribe to or not?

One of the coolest features of the subscription service is in fact the value in my opinion.  Subscribing for a year gets you a solid 52 adventures, for under a hundred.  With a site packed with lots of crazy extras – a soundboard for effects, map tiles, NPCs, spells, Hero Lab files, player maps, VTT maps…etc.

Folks, the bottom line is, we started this idea with an insane notion.  Releasing an adventure every week defies all logic, and yet we do it.  With high quality maps, fresh innovative ideas, and solid writing.  Our reviews tend to speak very highly of us, and we are only getting started.  As a company we are looking six months down the road, 12 months down the road, 5 years…we’re not going anywhere.  We like what we do, and coming to work when you work with a group of amazing fellow passionate gamers is one of the best feelings you can ask for.  I appreciate each and every one of the guys I have come to know as my fellow RPG Bootcampers. You all RAWK!  I appreciate each and every person who has ever taken the time to even look at one of our PDFs, whether you subscribed to it, bought it, got it as a freebie or freaking stole it…I appreciate you all.  By taking the time to look at what we are doing, you gave us the chance to convince you to come back for the next PDF, and the next.  Without you all believing enough in the worth of the product, we wouldn’t be on this roller coaster ride, and I wouldn’t have met a great deal of the folks I have gotten to know.  So to all of you, those who make it possible for us to do what we do…Thank You!!!!


Thanks for talking with us tonight Joshua!

Always a pleasure Jonathan!


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Rise of the Drow III: Usurper of Souls

Hej everybody,

Today I’m going to take a look at the furious finale to’s Rise of the Drow Trilogy,


Rise of the Drow III: Usurper of Souls

The final installment of the “Rise of the Drow”-trilogy clocks in at a whopping 252 pages, 1 front cover, 1 page editorial, 2 pages ToC, 8 pages of very readable and informative bios of the AaW-team, 1 page SRD, leaving us with a whopping 239 pages of content. Not bad!

This being the review to the conclusion of the final installment of AaW’s Rise of the Drow-Saga and sequel to one of the best underdark adventures I’ve read in quite a while, the following contains SPOILERS and for your own sake, you should skip to the conclusion if you want to participate in the module as a player.

Still here? All right! Depending on the choices they PCs made in the predecessor modules, they are off to rather different start and later in the adventure, the paths may diverge even further. Anyways, in last adventure, the PCs have entered the drow city of Holoth via either frontal assault or the back door and this is where the module kicks off – with the details on the compound of house Gullion and the attack/infiltration in full swing. Thus, at the beginning, the module is a rather free-form style exploration/infiltration and provides us with information on e.g. the slave dens, in which dinosaur-riding drow as well as an advanced tyrannosaurus are guarding the slaves. Worse, indoctrination and clever favoritism has bred a significant amount of slaves that might turn on the PCs when freed! The mushroom gardens also have their shepherds – corrupted mushroom golems, abducted from last module’s excellent and innovative finale.

True to the sandboxy style of the presentation, we also get the fully-detailed, many-layered spider-shaped temple of Naraneus, the Queen of Spiders for the PCs to attack and explore and pilfer: Among the loot some rather cool unique drwarven weapons the PCs can find (e.g. an urgosh and a trident) as well as a rather neatly detailed library in which not only several books are detailed, but which also houses a nice secret that can potentially help the PCs deal with a color-coded puzzle. The PCs can also encounter a neat unique mosaic golem and even a book golem. Whether the PCs ignore the temple or clear it out before they enter the steps to the adjacent Tologorith tower remains up to them – also rather nice: Depending on the path they’ve chosen, the PCs may actually stumble upon a battle between the drow and the crystalline vidre, who are anything but pushovers and not too pleased by the dark elves’ (perceived) failures. Tolgorith tower, base of house Gullion and location of the artifact Vidrefacte, will be not a pushover for the PCs to explore: First of all, the massive amount of ritual sacrifices enables to drow to have forbiddances, guards and wards and unhallow in effect – ouch. Better yet, the defenses and tactics of the drow soldiers actually make sense in the defense of the tower – but fret not, this module does not devolve into a drow slugfest, for the dungeon of the tower contains an unlikely ally for the PCs, provided they survive the beastmasters of house Gullion – in the crypt, the PCs can find a plethora of undead – that don’t want to kill the PCs and instead come with an offer under the guidance of Makinnga Gullion:

The mistress of undead on her artifact-level powerful blood throne wants to shatter the Vidrefacte and put an end to the deal with the crystalline, soul-consuming Vidre – and she knows how: By sending her undead allies into the artifact, she plans to subvert its powers, tearing it asunder and breaking the tower in the process. Unfortunately, any contact with the artifact could cancel the trial and thus, PCs will have to keep their foe’s hands off the artifact. Worse yet, they probably wouldn’t survive the tower’s collapse – unless they agree to a nice ploy – Makinnga suggests they bring her personal belongings of members of house Gullion will be needed in order to create an effect that will postpone the collapse of the tower for the PCs to escape as well as providing them with a camouflage cover that could enable them to flee. Better yet, we get a sheet naming the respective characters on which the items secured can be tracked easily – nice help for GMs and players alike! Well, and if the players seek combat, they’ll have their hands full here as well – Makinnga’s allies include a nice gnomish demi-lich that will come to her aid… Said demi-lich is actually rather reasonable btw., and in no way required to be defeated – a nice classic “what you sow is what you reap”-situation.

Now, even with this potential ally, the rest of the tower will not be a cakewalk – take for example a haunt that has the players swarmed by phantasmal waves of poisonous spiders or the penultimate major hindrance between the PCs and the showdown with the mother matron: Maltorya, mad cleric and next in line for the matron’s title, seeks to not only defeat the PCs (they happen upon her as she conducts a grueling sacrifice), but pull them to the private demi-plane bestowed upon the house by the dread spider goddess – a place of viscous, extremely lethal poison, airborne spider swarms and a deadly and disturbing confrontation to say the least and the one place I would have LOVED to see further detailed – with a map and scenarios à la “fighting on swinging rope bridges over the sea of poison. Here, the module has essentially missed a chance. That being said, it’s not the final confrontation and essentially we get two boss battles at once. Climbing the mandible-like stairs (including painful biting) to the final level of the tower and the battle royale.

I don’t use that particular compound often. It is wholly appropriate here – what at first kicks off as the epic showdown with the insanely powerful mother matron for the crystalline artifact quickly becomes an all-out brawl: While it takes some round for the matron to realize that the undead (if applicable and a deal has been struck) seek to destroy the Vidrefacte instead of attacking the PCs. Of course, the PCs may also have problems with the undead and the Vidre that bursts in on the fourth round, making this showdown rather complex. Great help for the DM to run this encounter is provided in the form of a round-by-round table that lists tactics/things happening by group and thus makes handling the groups rather easy as well as providing a nice guideline to making this conflict as cinematic as it should be. If the PCs have scored ALL items, they have 14 rounds to escape the tower – and here, we get another piece of coolness: Instead of just having the collapse be hand-waved (seen that done rather often), we get 11 different things that can happen – write them upon sheets and the roll these bones for chances of collapse, people tumbling out of the tower, exterior walls breaking etc. – climactic, tight in its allotted time and hardcore, the escape will have your players on the edge of their seats. Oh, and if they want to featherfall/fly out of the tower, falling chunks/quakes/errant sonic blasts etc. can hit them there as well, if you as a DM so chose – I can see at least some of the collapsing parts working well in this instance as well. Hopefully, they manage to evade capture and slip out of the ruined section of Holoth.

Depending on their choices, though, the beautiful city of Embla might be no longer existent, people may have died or survived and it is time to reap the fruits of the labor of their help – Mikannga, if they chose to deal with her, actually honors her deal…for now and the PCs may find themselves even be revered as some kind of demi-gods by the dwarves. As often, though, the best ending, the one of the smartest path with the least casualties is the one that has the heroes remain mostly unsung – a nice parallel with real life, though easily remedied, should you chose to do so.

The pdf also contains lists of XP by used path of all the Rise of the Drow modules and a write-up of Naraneus, the Spider Goddess (including the penumbra and shadow domains – the latter coming with 9 all new spells, one of which is essentially a shadow-themed fireball-clone – that deals untyped damage. That’s a no-go. Against a fireball, you can protect yourself. Against a shadow blast? No protection from shadowy untyped energy exists, making this lvl 3-spell vastly superior and unbalanced even when compared to an already very strong core-spell like fireball. The Vidrefacte is also fully detailed and after that, we’re off to the encounter indexes, which contain full stats both for 3.5 and PFRPG – and also some elaborate backgrounds for several of the characters herein. 8 full color maps are interspersed throughout the pdf and the final pages are taken up by a list of “what has gone before”-style events as well as a chart that provides the most likely outcome of all three main paths the trilogy can have taken.


Editing and formatting are very good, though not perfect: I encounter e.g. a homonymy-error and some other minor hick-ups. Layout adheres to AaW’s two-column full color standard and Todd Gamble’s cartography is, as usual, excellent. Special mentioning deserves the STELLAR cover artwork by James J. Krause, the man behind the awesome fungal golem artwork in part 2 – the BBEG depicted oozes “dangerous, beautiful, fully armed drow lady”-flair. Awesome! The pdf comes with extensive, nested bookmarks and a background-less printer-friendly version. As per the writing of this review herolab-files have not yet been added, but will be.

Here we are, at the conclusion of the Rise of the Drow-Trilogy and oh boy, it ends with a bang! This module is best summed up as “War in a drow city” or “Infiltration of a drow compound”. Have we seen similar things before? Yes, in Endless Night, for example. Where this module truly excels is the focus on the grounds of house Gullion and the fact that this place is DEADLY. Dumb PCs WILL die. This module should be considered a free-form, sandboxy, extremely detailed infiltration/escalation that, when handled, should feel reminiscent of e.g. the final section a Bond movie – foes left and right, climactic battles, sneaking, death traps and a furious “blow all up” finale. The individual characters are great, the locations iconic and the finale (and pre-finale including a demi-plane)ROCKS.

That being said, the adventure has one narrative peculiarity a DM should be aware of: In order to grasp what happens in the finale, the PCs are presumed to find and talk to a NPC they could easily miss – while orchestrating a meet-up should prove no problem to any DM, it’s the one weak link of a finale that otherwise is just simply epic. Best of all, the whole product oozes a constant sense of a lion’s den, looming death and potential for conflict and style. The locations the PCs visit feel vastly more unique than my frame of reference “City of the Spider Queen”. In contrast to “Endless Night”, the PCs are not glued to infiltration-rails and could just as well try to take the drow spells and blades blazing, though actions like this will have consequences. Their actions obviously do matter – and a couple of useful foreshadowing lets one anticipate what will come of the aftermath of the Rise of Drow Trilogy. I also like how the actions in part GREATLY influence everything that goes on in this module, making a good example that player-driven narratives and sandboxy environments work perfectly in tandem when handled with care.

Regarding the links with adventure I and II, the ties to 2 are rather dominant, while Part 1 remains essentially a glorified introduction to the whole module – foreshadowing the potential ally by making her an ally of adventure I’s BBEG – which would further make the byzantine politics of the drow city obvious. If you’re planning on running the Rise of the Drow-trilogy, I wholeheartedly encourage you to read ALL 3 modules and prepare them as one mega-module. Unlike the Monstrous-Arcana 2nd edition trilogies, these modules are strongly linked together in a compelling narrative. Enemies fight smart, the module is full of details (somewhat alike e.g. RSP’s Shadowed Keep of the Borderlands”) and the challenges are real and evocative. Think of it as one mega-module in 3 parts.

I really like the ambition of the product, AaW’s bristling creativity and the finale as well as the option for the PCs to do vastly diverging things throughout the module. Not all is excellent, though: The new shadow domain unfortunately feels slightly repetitive and features a spell that is terribly unbalanced and needs revision. The module also has slightly more minor glitches than what I’ve come to expect from AaW. Then again, the module is, even SANS stats over 90 pages long – add the stats of your choice (e.g. 68 pages for PFRPG!) and we get a bang-for-buck ratio one truly can’t complain about.

That being said, in spite of the options of different paths and the strange allies the PCs can make herein (and probably should, regarding the power-level of the foes in these pages), this module feels a slight bit less polished than Part I and II – there are some ideas like a demi-plane that could have easily be enhanced to be even more memorable. That being said, I’m nagging on a VERY HIGH level here – the finale of the Rise of the Drow-trilogy is a great module, full of tension and flavor. It’s just that with some minor tweaks, it could have easily been a legendary module – good news being that DMs should not be too challenged by making the very minor modifications to enhance the module even further. The DM/player-aids to handle a complex fight, a sub-quest and the final escape also rock hard and make running this module also a feasible endeavor for DMs with less experience. How to rate this, then? After some rather extensive deliberation, I’m going to settle for a final verdict of 4.5 stars, since the minor weak point coalesce with some missed chances from me considering this excellent. This module offers a lot of band for buck. It is also a better read than “City of the Spider-Queen” and completely different from “Endless Night” in scope and tone – thus, I’ll round up to 5 stars.

And If you’re interested: If I had to rate the whole trilogy, I’d give it 5 stars, but for now remain just short of the seal of approval.

Endzeitgeist out.