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B9: Curse of the Full Moon

B9 – Curse of the Full Moon

b9

This module is 60 pages long, 1 page front cover, 1 page editorial/ToC, 1 page SRD, elaving us with 57 pages of content, so let’s check this out!

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

All right, still here? The PCs, via several different hooks, are coming to the town of Rooknest, a peaceful, isolated town – in which all hell is about to break loose due to an ancient, nefarious plan coming to fruition. More than a decade agao, a wicked hag called Harriot was starting to dread the approach of her final years and her biological clock started ticking its malevolent hum. Being a hag, her only means of reproduction did not fit particularly well with her utterly wicked character and so the weird dreams she had, were quickly heeded: Whispers and dreams spoke of a despicable rite worthy of a hag, including the consumption of the father of the creature to be spawned. True to the formula of fairy-tales, the first two mates were consumed and deemed unfit, granting the hag nevertheless the power to add capabilities of the consumed to the child she conceived from the third father – a child destined to become a hellween, a hybrid werewolf whose very presence is a bane on the land, thinning the boundaries between material and spirit world. What the entity, whose vile whispers spurred the hag onwards didn’t account for is a fraction of maternal instinct, a glimmer of true love between the hag and the wicked werewolf that conceived the child – to give her doomed daughter a chance at a life she could never provide, old Harriot dropped her in the nearby town, sulking back into her swampy domain.

She has been waiting and watching ever since, while the almost forgotten, wicked fertility goddess waited in the wings for her chosen champion to come of full age. When the poor girl turned into a full-blown hellween, she crashed from the temple and fled town, managing not to kill anyone while being guarded by her ghostly father. The curse of her existence and the dark goddesses vile whispers have taken root in Rooknest, though and will keep the PCs rather busy:

The local drunk insists that the “big wolf” is real and while asking him, the PCs will be surprised to see that among the xenophobic, tight-mouthed villagers, some disguised zombies have started drinking in the tavern and gathering outside, making the erupting combat a first glimpse at what’s wrong. The overall module is organized very much like a sandbox of tragedies – from here on, multiple ways are provided for the PCs to conduct their investigation and several stories await their discovery:

There is for example the gravedigger, who, urged by the dark goddesses’ whispers, killed his wife who was unable to bear him children – her ghost now haunts his perpetually gravedigging shovel and laying her to rest may point the PCs towards another component of the puzzle – Harriot has killed the mayor of the town and his family and now shadows the PCs, disguised as him, while the mayor’s revenant is trying to escape his barred mausoleum. Putting said undead to rest and hunting down Harriot is one way to the climax, but just one:

The secretive monks who are researching the transformation of one of their children also know bits and pieces about what is up with the “big wolf”, as does the local smith – if they can get either talking and save the monks from animated suits of armor (which are called skeletons in the text – minor oversight since they use modified skeleton-stats). The local bakery is now haunted by an attic whisperer of a recently-deceased child and throughout the village, the PCs may encounter weird fetishes constructed by an ancient crone, an erstwhile priestess of the wicked goddess that seeks to protect her home.

Via all these small tragedies and encounters, the PCs may pierce together the truth and when they finally slay Harriot, the climax should prove to be interesting: From her blood, a portal to the demiplane-temple of the dark goddess arises and inside, they have the chance to save the sould of the hellween if they soemhow manage to negotiate with her father, not fall to the onslaught of summoned dretches and finally, vanquish the dread exploding-pumpkin-throwing avatar of the goddess that seeks to claim what is “hers”.

The pdf also includes 3 maps and their player-friendly versions.

 

Conclusion:

Editing and formatting, while not bad, are also not perfect – I noticed multiple occasions of jumbled letters, aforementioned minor discrepancy regarding the skeletons etc. Nothing serious, mind you, but enough to slightly detract from the module. Layout adheres to AaW’s 2-column standard and the module comes in 2 versions, one of whihc is backgroundless and printer-friendly. The b/w-artworks are neat, especially the one of the BbEG. The cartography is excellent, as we’ve come to expect by now from AaW. The module comes with herolab-support, though as per the writing of this review, the file has not yet been made available.

This module is interesting in that it’s something we don’t get too often – a sandbox investigation with multiple ways to succeed. It’s also essentially a mix of almost ALL themes associated with horror-adventures – only vampires are missing. Zombies, ghosts, twisted undead, human tragedies, ancient rituals, a curse and an ancient, almost Shub-Niggurath-like entity -all is in here and makes sense. The amount of weirdness going on is one of the good things for the module, since it makes determining what this is all about harder for the PCs and they will actually have to WORK to understand what is going on and use their grey matter. Nice. On the other hand, the themes and respective encounters also make the module feel slightly cluttered with information – the component tragedies are interesting and would have made good investigations in their own right if there was more going on in town, if there were more places to visit and pieces of information to glean.  In fact, the one thing I’d consider a flaw of this module is that its final presentation, while good, is not up to its potential. This could be a massively awesome horror-themed megamodule  -with about 160 pages, investigations for all component-scenes, each contributing one piece of the big puzzle, this could have been one of the most fitting halloween-modules ever. As provided, it’s a very good sandbox-investigation with some cool scenes that you definitely won’t regret purchasing – especially if you’re willing to do some GM-work and enhance/complicate the component-scenes. Due to the minor glitches and the fact that this would have worked better in a larger scale or as a 2-parter, I’ll settle for a final verdict of 4 stars and a recommendation for GMs looking for some horror-themed bits and pieces to insert in their own modules or willing to expand the per se neat investigation.

 

Endzeitgeist out.

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C4: The Play’s the Thing

C4: The Play’s the Thing

c4

This module is 59 pages long, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, leaving us with 56 pages of content, so let’s check this out!

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

All right, still here? Good! Naytella is a goddess of relaxed, pleasure-driven life and one of her adherents, a man named Teatteri is finally settling down, has managed to ingratiate himself within the town of Bankside. Unbeknownst to most, their secret allegiance to the goddess made them clash with conservative authorities before and in order to secure permission to create the theatre, they have allied themselves with doppelgangers seeking the goddesses capability to provide joy and revelry.

Said shapeshifters have since replaced parts of the council and flyers that are charmed do their part in securing the steady flow of audience members to the theatre – after all, the goal is to convert a whole town to the worship of Naytella! The powerful men and women of the town may act as hooks for the PCs and the doppelgangers as foils, presenting us with a concise depiction of their agendas, ways to use them etc., providing a nice framework to set up a complex, smart investigation before entering the (still) closed theatre, where a gamut of theater-themed, clever traps await enterprising PCs.

Before they can reach the cellar of the building, they will also have to best the first group of NPCs. First group? Yes! A total of 4 different NPC-groups are part of the module, each coming with essentially “party-sheets” that include all the necessary pieces of information to run the parties on one page – supremely comfortable for the DM – I approve!

Now the cellar and dungeon below are interesting and highly chaotic in theme, including skulls chanting a litany that confuses the listeners (without deadly effects – the results are hilarious, after all, the servants of Naytella are chaotic and not evil!). The tactics of the servants of Naytella mostly reflect that as well – if the PCs get beaten, it’s not necessarily their end. Now, when they find the intoxicated council alive and well, the PCs will have a tough decision at their hands – free the council? Join the adherents of Naytella? Help them escape the wrath of the citizenry? The options are there and the result up to your players.

It should be noted that the module also includes clothing-material golems as well as 4 pages of maps of the complex, both in a keyed and a keyless version.

The pdf also features the new companion of Naytella PrC, which grants d6, 6+Int skills per level, comes with a wide variety of potential means of entry, good ref and will-saves, 3/4 BAB-progression. The Companions gain the option to use multiple skills (like sleight of hand) at range, their cha-bonus to saves and even a sonic-based breath weapon and attribute boosts. They may also choose from 6 special abilities at 8th level. Solid PrC.

 

Conclusion:

Editing and formatting have already been done better by AaW – I noticed a couple of minor glitches like a zero for an o etc. – nothing too hampering, though. Layout adheres to the backgroundless 2-column standard and the module’s 4 maps in full color are neat indeed. The bookmarks are glitchy, though, missing the bookmarks for the first section of the module. Herolab files have not yet been added as per the writing of this review, but will be part of the deal as soon as they are done.

Make the primary antagonists Calistraeans or extremists of Cayden and this module will work perfectly in Golarion. The module’s antagonists for once not being evil is a cool change of pace, as it makes the PCs ponder their own moral choices and honestly, the sheets to track the NPC-groups are extremely useful to run what would otherwise be very complex encounters. Kudos for the good idea! The location in which it is set as well as the (potential, but mostly optional) investigative backdrop in the beginning adds also a nice touch. Stephen Yeardley has crafted a neat module indeed and overall, I did enjoy reading these pages. The amount of content provided is also appropriate and overall, the module is a fun, thankfully different romp. The issues with the glitches and bookmarks do keep me from rating this higher than my final verdict, though, which will clock in at a solid 4.5 stars, rounded down to 4 for the purpose of this platform.

 

Endzeitgeist out.

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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 AdventureaWeek.com – 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.

 

Conclusion:

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 Adventureaweek.com, 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